diff --git a/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_map.cpp b/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_map.cpp index 883225c..592e590 100644 --- a/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_map.cpp +++ b/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_map.cpp @@ -4548,11 +4548,13 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, //Include pitch delta here DAngle pitchDelta; pitchDelta = (t1->Angles.Pitch - pitch); - if (damage == 0 || - //This is the catch the scenario is vanilla Doom (or suchlike) where a.BulletSlope is calculating a completely - //different pitch, if we are outside a tolerance of +/- 5 degrees, then just use the pitch of the - //controller as we did before. This still allows a nice random scattering of projectiles from a shell - fabs(pitchDelta.Degrees) > 5.f) + if (damage == 0 // Laser sight or other non-damage inflicting thing + || + //This is to catch the scenario in vanilla Doom (or suchlike) where a.BulletSlope is calculating a completely + //different pitch, if delta is outside a tolerance of +/- 5 degrees, then just use the pitch of the + //controller as we did before. + //Otherwise, pitch can vary +/- 5 degrees for a random scatter + fabs(pitchDelta.Degrees) > 5.f) { pitchDelta.Degrees = 0; }