- removed some unnecessary factors.

This commit is contained in:
Christoph Oelckers 2022-09-28 16:26:55 +02:00
parent 8ac5884232
commit a843c0bdb6
2 changed files with 4 additions and 4 deletions

View file

@ -6616,7 +6616,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3
const VECTORDATA* pVectorData = &gVectorData[vectorType]; const VECTORDATA* pVectorData = &gVectorData[vectorType];
double nRange = pVectorData->maxDist * inttoworld; double nRange = pVectorData->maxDist * inttoworld;
// The vector for hitscan must be longer than what we got here as long as it works with integers. // The vector for hitscan must be longer than what we got here as long as it works with integers.
int hit = VectorScan(shooter, offset, zoffset, dv * 1024, nRange, 1); int hit = VectorScan(shooter, offset, zoffset, dv, nRange, 1);
if (hit == 3) if (hit == 3)
{ {
auto hitactor = gHitInfo.actor(); auto hitactor = gHitInfo.actor();

View file

@ -4649,12 +4649,12 @@ bool condCheckSprite(DBloodActor* aCond, int cmpOp, bool PUSH)
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->dudeSlope * inttoworld), arg1, range); var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, (!objActor->hasX()) ? 0 : objActor->dudeSlope * inttoworld), arg1, range);
else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR) else if ((objActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
{ {
var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8192 : -8192; // was 0x20000 - HitScan uses Q28.4 for dz! var3 = (objActor->spr.cstat & CSTAT_SPRITE_YFLIP) ? 8 : -8; // was 0x20000 - HitScan uses Q28.4 for dz!
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, var3), arg1, range); var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector(), var3), arg1, range);
} }
else else
{ {
var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector() * 1024, 0), arg1, range); var = HitScan(objActor, objActor->spr.pos.Z, DVector3(objActor->spr.angle.ToVector(), 0), arg1, range);
} }
if (var < 0) if (var < 0)