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- removed some unnecessary factors.
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8ac5884232
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2 changed files with 4 additions and 4 deletions
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@ -6616,7 +6616,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
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const VECTORDATA* pVectorData = &gVectorData[vectorType];
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double nRange = pVectorData->maxDist * inttoworld;
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// The vector for hitscan must be longer than what we got here as long as it works with integers.
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int hit = VectorScan(shooter, offset, zoffset, dv * 1024, nRange, 1);
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int hit = VectorScan(shooter, offset, zoffset, dv, nRange, 1);
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if (hit == 3)
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{
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auto hitactor = gHitInfo.actor();
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@ -4649,12 +4649,12 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->dudeSlope * inttoworld), arg1, range);
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else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
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{
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var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8192 : -8192; // was 0x20000 - HitScan uses Q28.4 for dz!
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, var3), arg1, range);
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var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8 : -8; // was 0x20000 - HitScan uses Q28.4 for dz!
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector(), var3), arg1, range);
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}
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else
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{
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, 0), arg1, range);
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var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector(), 0), arg1, range);
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}
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if (var < 0)
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