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- fixed neartag's trace vector maintenance for sprite hits.
The trace vector needs to be shortened so that further checks only find items in front of the sprite.
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1 changed files with 3 additions and 2 deletions
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@ -1155,10 +1155,11 @@ void neartag(const DVector3& pos, sectortype* startsect, DAngle angle, HitInfoBa
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{
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factor = newfactor;
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result.hitActor = actor;
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v = spot - pos;
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// return distance to sprite in a separate variable because there is
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// no means to determine what is for if both a sprite and wall are found.
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// no means to determine what it is for if both a sprite and wall are found.
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// Only SW's NearTagList actually uses it.
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result.hitpos.Y = (spot - pos).XY().Length();
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result.hitpos.Y = v.XY().Length();
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}
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}
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}
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