From 057408009a2fb00b9498930c6eb21b353a70ebc8 Mon Sep 17 00:00:00 2001 From: Simon Date: Wed, 23 Dec 2020 10:38:21 +0000 Subject: [PATCH] Fix for Revenant Rockets and possibly the Soul Cube and BFG too. --- .../jni/d3es-multithread-master/neo/game/Projectile.cpp | 6 +++--- .../jni/d3es-multithread-master/neo/game/Projectile.h | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.cpp b/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.cpp index 34cec82..ef5b5a5 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.cpp +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.cpp @@ -1546,7 +1546,7 @@ void idGuidedProjectile::Think( void ) { idGuidedProjectile::Launch ================= */ -void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) { +void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower, const float motionThrowSpeed ) { idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower ); if ( owner.GetEntity() ) { if ( owner.GetEntity()->IsType( idAI::Type ) ) { @@ -1772,7 +1772,7 @@ void idSoulCubeMissile::ReturnToOwner() { idSoulCubeMissile::Launch ================= */ -void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) { +void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower, const float motionThrowSpeed ) { idVec3 newStart; idVec3 offs; idEntity *ownerEnt; @@ -2009,7 +2009,7 @@ void idBFGProjectile::Think( void ) { idBFGProjectile::Launch ================= */ -void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower ) { +void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower, const float motionThrowSpeed ) { idProjectile::Launch( start, dir, pushVelocity, 0.0f, power, dmgPower ); // dmgPower * radius is the target acquisition area diff --git a/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.h b/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.h index 973cebb..b4d1e93 100644 --- a/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.h +++ b/Projects/Android/jni/d3es-multithread-master/neo/game/Projectile.h @@ -164,7 +164,7 @@ public : void Spawn( void ); virtual void Think( void ); - virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); + virtual void Launch( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f, const float motionThrowSpeed = 0.0f ); void SetEnemy( idEntity* ent ); void Event_SetEnemy( idEntity* ent ); @@ -195,7 +195,7 @@ public: void Spawn( void ); virtual void Think( void ); - virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float power = 1.0f, const float dmgPower = 1.0f ); + virtual void Launch( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f, const float motionThrowSpeed = 0.0f ); protected: virtual void GetSeekPos( idVec3 &out ); @@ -234,7 +234,7 @@ public : void Spawn( void ); virtual void Think( void ); - virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f ); + virtual void Launch( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f, const float motionThrowSpeed = 0.0f ); virtual void Explode( const trace_t &collision, idEntity *ignore ); private: