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Fix homing attack and ring attraction math dumbs
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parent
8ce0328423
commit
2c66f2ce27
2 changed files with 3 additions and 3 deletions
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@ -828,7 +828,7 @@ static boolean P_LookForShield(mobj_t *actor)
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continue;
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if ((player->powers[pw_shield] & SH_PROTECTELECTRIC)
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&& (P_AproxDistance(P_AproxDistance(actor->x-player->mo->x, actor->y-player->mo->y), actor->z-player->mo->z) < FixedMul(RING_DIST, player->mo->scale)))
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&& (R_PointToDist2(0, 0, R_PointToDist2(0, 0, actor->x-player->mo->x, actor->y-player->mo->y), actor->z-player->mo->z) < FixedMul(RING_DIST, player->mo->scale)))
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{
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P_SetTarget(&actor->tracer, player->mo);
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@ -9217,7 +9217,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
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{
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fixed_t zdist = (player->mo->z + player->mo->height/2) - (mo->z + mo->height/2);
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dist = P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y);
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dist = R_PointToDist2(0, 0, player->mo->x-mo->x, player->mo->y-mo->y);
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if (bullet)
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{
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if ((R_PointToAngle2(0, 0, dist, zdist) + span) > span*2)
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@ -9234,7 +9234,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
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continue;
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}
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dist = P_AproxDistance(dist, zdist);
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dist = R_PointToDist2(0, 0, dist, zdist);
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if (dist > maxdist)
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continue; // out of range
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}
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