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- SW: Pitch-adjusted velocity for InitStar()
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1 changed files with 4 additions and 3 deletions
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@ -12987,7 +12987,8 @@ int InitStar(PLAYER* pp)
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actorNew->spr.shade = -25;
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actorNew->clipdist = 2;
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// zvel was overflowing with this calculation - had to move to a local long var
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double zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
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double zvel = 0;
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setFreeAimVelocity(actorNew->vel.X, zvel, pp->horizon.horiz, (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
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actorNew->user.ceiling_dist = (1);
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actorNew->user.floor_dist = (1);
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@ -13000,6 +13001,7 @@ int InitStar(PLAYER* pp)
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// MissileSetPos seemed to be pushing the sprite too far up or down when
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// the horizon was tilted. Never figured out why.
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actorNew->vel.Z = zvel * 0.5;
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double act2zvel = actorNew->vel.Z;
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if (MissileSetPos(actorNew, DoStar, 1000))
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{
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KillActor(actorNew);
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@ -13038,8 +13040,7 @@ int InitStar(PLAYER* pp)
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if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew2))
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actorNew2->user.Flags |= SPR_UNDERWATER;
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zvel = pp->horizon.horiz.Tan() * ((HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
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actorNew2->vel.Z = zvel * 0.5;
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actorNew2->vel.Z = act2zvel;
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if (MissileSetPos(actorNew2, DoStar, 1000))
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{
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