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- fixed bad vector addition to incorrect variable.
This commit is contained in:
parent
4328016963
commit
8052bc7e46
4 changed files with 6 additions and 6 deletions
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@ -96,7 +96,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x280)
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continue;
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continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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@ -161,7 +161,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x280)
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continue;
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continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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@ -121,7 +121,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x280)
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continue;
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continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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@ -108,7 +108,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x280)
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continue;
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continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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@ -79,7 +79,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor)
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x280)
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continue;
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continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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@ -135,7 +135,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor)
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if (nDist == 0 || nDist > 0x280)
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if (nDist == 0 || nDist > 0x280)
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continue;
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continue;
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pos += actor2->vel * nDist * (65536. / 0x1aaaaa);
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pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
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DVector3 tvec = pos;
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DVector3 tvec = pos;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
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