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- floatified distance in AltFireVoodoo
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parent
b2bf137d72
commit
3814dfcf0e
1 changed files with 6 additions and 6 deletions
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@ -1727,13 +1727,13 @@ void AltFireVoodoo(int nTrigger, PLAYER* pPlayer)
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if (!targetactor) continue;
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if (!targetactor) continue;
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, targetactor))
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, targetactor))
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continue;
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continue;
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int nDist = approxDist(targetactor->spr.pos.XY() - pPlayer->actor->spr.pos.XY());
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double nDist = (targetactor->spr.pos.XY() - pPlayer->actor->spr.pos.XY()).Length();
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if (nDist > 0 && nDist < 51200)
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if (nDist > 0 && nDist < 3200)
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{
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{
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int vc = pPlayer->ammoCount[9] >> 3;
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int vc = pPlayer->ammoCount[9] >> 3;
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int v8 = pPlayer->ammoCount[9] << 1;
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int v8 = pPlayer->ammoCount[9] << 1;
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int nDamage = (v8 + Random(vc)) << 4;
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int nDamage = (v8 + Random(vc)) << 4;
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nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200;
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nDamage = int((nDamage * ((3200 - nDist) + 1/16.)) / 3200);
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nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
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nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
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if (targetactor->IsPlayerActor())
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if (targetactor->IsPlayerActor())
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@ -1765,13 +1765,13 @@ void AltFireVoodoo(int nTrigger, PLAYER* pPlayer)
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continue;
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continue;
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if (v4 > 0)
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if (v4 > 0)
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v4--;
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v4--;
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int nDist = approxDist(targetactor->spr.pos.XY() - pPlayer->actor->spr.pos.XY());
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double nDist = (targetactor->spr.pos.XY() - pPlayer->actor->spr.pos.XY()).Length();
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if (nDist > 0 && nDist < 51200)
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if (nDist > 0 && nDist < 3200)
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{
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{
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int vc = pPlayer->ammoCount[9] >> 3;
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int vc = pPlayer->ammoCount[9] >> 3;
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int v8 = pPlayer->ammoCount[9] << 1;
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int v8 = pPlayer->ammoCount[9] << 1;
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int nDamage = (v8 + Random2(vc)) << 4;
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int nDamage = (v8 + Random2(vc)) << 4;
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nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200;
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nDamage = int((nDamage * ((3200 - nDist) + 1/16.)) / 3200);
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nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
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nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
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UseAmmo(pPlayer, 9, nDamage);
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UseAmmo(pPlayer, 9, nDamage);
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if (targetactor->IsPlayerActor())
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if (targetactor->IsPlayerActor())
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