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attack angle now working right (I think..)
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1 changed files with 1 additions and 4 deletions
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@ -1002,8 +1002,6 @@ static int hasBuddha(player_t *player)
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return 0;
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}
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extern "C" float getViewpointYaw();
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// Returns the amount of damage actually inflicted upon the target, or -1 if
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// the damage was cancelled.
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static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
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@ -1359,8 +1357,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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QzDoom_Vibrate(200, 0, level); // left
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QzDoom_Vibrate(200, 1, level); // right
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//Blargh?!
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DAngle attackAngle = (90 + angle.Degrees) - getViewpointYaw();
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DAngle attackAngle = player->mo->Angles.Yaw - target->AngleTo(source);
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if (mod == NAME_None)
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{
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