From 9592dc97bf6cc07fb1b2af8bb1d2199fb732da74 Mon Sep 17 00:00:00 2001 From: Simon Date: Tue, 16 Mar 2021 21:50:56 +0000 Subject: [PATCH] attack angle now working right (I think..) --- .../Android/jni/gzdoom-g3.3mgw_mobile/src/p_interaction.cpp | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_interaction.cpp b/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_interaction.cpp index a85f1d7..c3cfc7f 100644 --- a/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_interaction.cpp +++ b/Projects/Android/jni/gzdoom-g3.3mgw_mobile/src/p_interaction.cpp @@ -1002,8 +1002,6 @@ 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) @@ -1359,8 +1357,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da QzDoom_Vibrate(200, 0, level); // left QzDoom_Vibrate(200, 1, level); // right - //Blargh?! - DAngle attackAngle = (90 + angle.Degrees) - getViewpointYaw(); + DAngle attackAngle = player->mo->Angles.Yaw - target->AngleTo(source); if (mod == NAME_None) {