attack angle now working right (I think..)

This commit is contained in:
Simon 2021-03-16 21:50:56 +00:00
parent 496c872ab3
commit 9592dc97bf

View file

@ -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)
{