Fix for Revenant Rockets

and possibly the Soul Cube and BFG too.
This commit is contained in:
Simon 2020-12-23 10:38:21 +00:00
parent 06af8b2696
commit 057408009a
2 changed files with 6 additions and 6 deletions

View File

@ -1546,7 +1546,7 @@ void idGuidedProjectile::Think( void ) {
idGuidedProjectile::Launch 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 ); idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
if ( owner.GetEntity() ) { if ( owner.GetEntity() ) {
if ( owner.GetEntity()->IsType( idAI::Type ) ) { if ( owner.GetEntity()->IsType( idAI::Type ) ) {
@ -1772,7 +1772,7 @@ void idSoulCubeMissile::ReturnToOwner() {
idSoulCubeMissile::Launch 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 newStart;
idVec3 offs; idVec3 offs;
idEntity *ownerEnt; idEntity *ownerEnt;
@ -2009,7 +2009,7 @@ void idBFGProjectile::Think( void ) {
idBFGProjectile::Launch 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 ); idProjectile::Launch( start, dir, pushVelocity, 0.0f, power, dmgPower );
// dmgPower * radius is the target acquisition area // dmgPower * radius is the target acquisition area

View File

@ -164,7 +164,7 @@ public :
void Spawn( void ); void Spawn( void );
virtual void Think( 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 SetEnemy( idEntity* ent );
void Event_SetEnemy( idEntity* ent ); void Event_SetEnemy( idEntity* ent );
@ -195,7 +195,7 @@ public:
void Spawn( void ); void Spawn( void );
virtual void Think( 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: protected:
virtual void GetSeekPos( idVec3 &out ); virtual void GetSeekPos( idVec3 &out );
@ -234,7 +234,7 @@ public :
void Spawn( void ); void Spawn( void );
virtual void Think( 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 ); virtual void Explode( const trace_t &collision, idEntity *ignore );
private: private: