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- replaced the last set_int_ang calls.
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1 changed files with 2 additions and 2 deletions
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@ -8076,7 +8076,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
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if (mytarget && mytarget->spr.type == kMarkerPath)
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if (mytarget && mytarget->spr.type == kMarkerPath)
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{
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{
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if (targetactor == nullptr) actor->set_int_ang(mytarget->int_ang() & 2047);
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if (targetactor == nullptr) actor->spr.angle = mytarget->spr.angle;
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actor->SetTarget(nullptr);
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actor->SetTarget(nullptr);
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}
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}
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@ -9216,7 +9216,7 @@ void callbackUniMissileBurst(DBloodActor* actor, sectortype*) // 22
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burstactor->spr.flags = actor->spr.flags;
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burstactor->spr.flags = actor->spr.flags;
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burstactor->spr.xrepeat = actor->spr.xrepeat / 2;
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burstactor->spr.xrepeat = actor->spr.xrepeat / 2;
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burstactor->spr.yrepeat = actor->spr.yrepeat / 2;
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burstactor->spr.yrepeat = actor->spr.yrepeat / 2;
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burstactor->set_int_ang(((actor->int_ang() + missileInfo[actor->spr.type - kMissileBase].angleOfs) & 2047));
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burstactor->spr.angle = actor->spr.angle + DAngle::fromBuild(missileInfo[actor->spr.type - kMissileBase].angleOfs);
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burstactor->SetOwner(actor);
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burstactor->SetOwner(actor);
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actBuildMissile(burstactor, actor);
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actBuildMissile(burstactor, actor);
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