From 60e9e4d93a0b5183e52984415de6a142b47a356b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 28 Sep 2022 13:50:32 +0200 Subject: [PATCH] - floatified EnemyBubble --- source/games/blood/src/callback.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index 9d7e1e0dd..767ba3e92 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -366,16 +366,16 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10 void EnemyBubble(DBloodActor* actor, sectortype*) // 11 { if (!actor) return; - int top, bottom; + double top, bottom; GetActorExtents(actor, &top, &bottom); for (int i = 0; i < (abs(actor->int_vel().Z) >> 18); i++) { - int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2; - int nAngle = Random(2048); - int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 30); - int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 30); - int z = bottom - Random(bottom - top); - auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), x, y, z, 0); + auto nAngle = RandomAngle(); + double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2); + DVector2 pos = actor->spr.pos.XY() + nAngle.ToVector() * nDist; + double z = bottom - RandomD(bottom - top, 8); + + auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);