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Tweaked CA2's relationship.
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1 changed files with 3 additions and 2 deletions
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@ -3874,7 +3874,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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#define zpos(posmo) (posmo->z + (posmo->height - mobjinfo[player->revitem].height)/2)
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if (lockon)
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{
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player->drawangle = player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
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player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
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bullet = P_SpawnPointMissile(player->mo, lockon->x, lockon->y, zpos(lockon), player->revitem, player->mo->x, player->mo->y, zpos(player->mo));
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if (!demoplayback || P_AnalogMove(player))
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{
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@ -3894,6 +3894,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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bullet->momy >>= 1;
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}
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}
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player->drawangle = player->mo->angle;
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#undef zpos
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P_SetTarget(&player->mo->tracer, NULL);
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@ -9463,7 +9464,7 @@ void P_PlayerThink(player_t *player)
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}
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else if ((player->pflags & PF_SPINNING) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin force
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player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
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else if (player->skidtime)
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else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
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;
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else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
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{
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