trying to sort attack angle

still not quite right for some reason
This commit is contained in:
Simon 2021-03-15 23:05:58 +00:00
parent 78269e76db
commit 496c872ab3
2 changed files with 5 additions and 1 deletions

View file

@ -30,6 +30,7 @@ void HandleInput_Default( int control_scheme, ovrInputStateTrackedRemote *pDomin
{
//Menu button - invoke menu
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, KEY_ESCAPE);
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_Enter, KEY_ESCAPE); // For users who have switched the buttons
if (getGameState() != 0 || getMenuState() == 1) // If getMenuState returns 2, then we are waiting for a key mapping input, so send normal keymappings, don't send these
{

View file

@ -1002,6 +1002,8 @@ static int hasBuddha(player_t *player)
return 0;
}
extern "C" float getViewpointYaw();
// Returns the amount of damage actually inflicted upon the target, or -1 if
// the damage was cancelled.
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
@ -1357,7 +1359,8 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
QzDoom_Vibrate(200, 0, level); // left
QzDoom_Vibrate(200, 1, level); // right
DAngle attackAngle = angle.Degrees - player->mo->Angles.Yaw;
//Blargh?!
DAngle attackAngle = (90 + angle.Degrees) - getViewpointYaw();
if (mod == NAME_None)
{