- fixed velocity issues with shoot* functions.

This commit is contained in:
Christoph Oelckers 2022-10-21 21:42:00 +02:00
parent 99ca695333
commit 45e2347006
2 changed files with 3 additions and 3 deletions

View file

@ -576,7 +576,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
{
if (atwith == COOLEXPLOSION1)
{
if (actor->spr.picnum == BOSS2) vel = 644;
if (actor->spr.picnum == BOSS2) vel = 644 / 16.;
else vel = 348 / 16.;
pos.Z -= 2;
}
@ -727,7 +727,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
double zoffs = 32;
if (isWorldTour()) // Twentieth Anniversary World Tour
zoffs *= (actor->spr.yrepeat / 80.0f);
pos.Z -= zoffs;
pos.Z += zoffs;
}
else if (actor->spr.picnum == BOSS2)
{

View file

@ -652,7 +652,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
else if (actor->spr.picnum == BOSS2)
{
vel += 8;
pos.Z -= 24;
pos.Z += 24;
}
double dist = (ps[j].GetActor()->spr.pos.XY() - actor->spr.pos.XY()).Length();