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Update p_map.cpp
Updated the comment to make it clearer what it is doing (I hope!)
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1 changed files with 7 additions and 5 deletions
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@ -4548,11 +4548,13 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
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//Include pitch delta here
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DAngle pitchDelta;
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pitchDelta = (t1->Angles.Pitch - pitch);
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if (damage == 0 ||
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//This is the catch the scenario is vanilla Doom (or suchlike) where a.BulletSlope is calculating a completely
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//different pitch, if we are outside a tolerance of +/- 5 degrees, then just use the pitch of the
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//controller as we did before. This still allows a nice random scattering of projectiles from a shell
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fabs(pitchDelta.Degrees) > 5.f)
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if (damage == 0 // Laser sight or other non-damage inflicting thing
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//This is to catch the scenario in vanilla Doom (or suchlike) where a.BulletSlope is calculating a completely
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//different pitch, if delta is outside a tolerance of +/- 5 degrees, then just use the pitch of the
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//controller as we did before.
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//Otherwise, pitch can vary +/- 5 degrees for a random scatter
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fabs(pitchDelta.Degrees) > 5.f)
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{
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pitchDelta.Degrees = 0;
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}
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