- hitscan call in operatetripbomb

This commit is contained in:
Christoph Oelckers 2022-09-14 21:36:45 +02:00
parent 89cb29292c
commit 47dc2e6b1f
2 changed files with 1 additions and 8 deletions

View file

@ -2052,7 +2052,7 @@ int operateTripbomb(int snum)
auto p = &ps[snum];
HitInfo hit{};
hitscan(p->player_int_pos(), p->cursector, { int(p->angle.ang.Cos() * (1 << 14)), int(p->angle.ang.Sin() * (1 << 14)), -p->horizon.sum().asq16() >> 11 }, hit, CLIPMASK1);
hitscan(p->pos, p->cursector, DVector3(p->angle.ang.ToVector() * 1024, -p->horizon.sum().asbuildf() * 0.125), hit, CLIPMASK1);
if (hit.hitSector == nullptr || hit.actor())
return 0;

View file

@ -535,7 +535,6 @@ void resetpspritevars(int g)
{
int i, j;
int circ;
int firstx, firsty;
int aimmode[MAXPLAYERS];
STATUSBARTYPE tsbar[MAXPLAYERS];
@ -607,12 +606,6 @@ void resetpspritevars(int g)
if (numplayersprites == MAXPLAYERS)
I_Error("Too many player sprites (max 16.)");
if (numplayersprites == 0)
{
firstx = ps[0].player_int_pos().X;
firsty = ps[0].player_int_pos().Y;
}
po[numplayersprites].opos = act->spr.pos;
po[numplayersprites].oa = act->int_ang();
po[numplayersprites].os = act->sector();