- fixed bad vector addition to incorrect variable.

This commit is contained in:
Christoph Oelckers 2023-01-29 08:36:21 +01:00
parent 4328016963
commit 8052bc7e46
4 changed files with 6 additions and 6 deletions

View file

@ -96,7 +96,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
if (nDist == 0 || nDist > 0x280) if (nDist == 0 || nDist > 0x280)
continue; continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa); pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos; DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
@ -161,7 +161,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
if (nDist == 0 || nDist > 0x280) if (nDist == 0 || nDist > 0x280)
continue; continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa); pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos; DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;

View file

@ -121,7 +121,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
if (nDist == 0 || nDist > 0x280) if (nDist == 0 || nDist > 0x280)
continue; continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa); pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos; DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;

View file

@ -108,7 +108,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
if (nDist == 0 || nDist > 0x280) if (nDist == 0 || nDist > 0x280)
continue; continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa); pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos; DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;

View file

@ -79,7 +79,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor)
if (nDist == 0 || nDist > 0x280) if (nDist == 0 || nDist > 0x280)
continue; continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa); pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos; DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;
@ -135,7 +135,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor)
if (nDist == 0 || nDist > 0x280) if (nDist == 0 || nDist > 0x280)
continue; continue;
pos += actor2->vel * nDist * (65536. / 0x1aaaaa); pos2 += actor->vel * nDist * (65536. / 0x1aaaaa);
DVector3 tvec = pos; DVector3 tvec = pos;
tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;