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- fixed spawn position calculation in shootflamethrowerflame.
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1 changed files with 7 additions and 1 deletions
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@ -200,7 +200,13 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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spawned->vel.Z = zvel;
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}
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spawned->spr.pos = spos + (sang + mapangle(112)).ToVector() * 7;
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DVector3 offset;
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offset.X = (sang + DAngle::fromBuild(118)).Cos() * (1024 / 448.); // Yes, these angles are really different!
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offset.Y = (sang + DAngle::fromBuild(112)).Sin() * (1024 / 448.);
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offset.Z = -1;
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spawned->spr.pos = spos + offset;
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spawned->spr.pos.Z--;
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spawned->setsector(actor->sector());
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spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
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