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- set up proper scaling of the grenade's movement vector.
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parent
1dff710a23
commit
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1 changed files with 5 additions and 5 deletions
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@ -41,7 +41,7 @@ void BounceGrenade(DExhumedActor* pActor, DAngle nAngle)
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{
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pActor->nTurn >>= 1;
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pActor->vec = nAngle.ToVector() * pActor->nTurn * 32;
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pActor->vec = nAngle.ToVector() * pActor->nTurn / 512.;
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D3PlayFX(StaticSound[kSound3], pActor);
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}
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@ -88,7 +88,7 @@ void ThrowGrenade(int nPlayer, double dz, int push1)
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pActor->vel.Z = pPlayerActor->vel.Z;
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}
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pActor->vec = nAngle.ToVector() * pActor->nTurn * 64;
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pActor->vec = nAngle.ToVector() * pActor->nTurn / 256;
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PlayerList[nPlayer].pPlayerGrenade = nullptr;
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@ -276,10 +276,10 @@ void AIGrenade::Tick(RunListEvent* ev)
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return;
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}
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int zVel = pActor->int_zvel();
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double zVel = pActor->vel.Z;
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Gravity(pActor);
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auto nMov = movesprite_(pActor, int(pActor->vec.X * worldtoint), int(pActor->vec.Y * worldtoint), pActor->int_zvel(), pActor->native_clipdist() >> 1, pActor->native_clipdist() >> 1, CLIPMASK1);
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auto nMov = movesprite(pActor, pActor->vec, zVel, pActor->fClipdist() / 128., CLIPMASK1);
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if (!nMov.type && !nMov.exbits)
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return;
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@ -298,7 +298,7 @@ void AIGrenade::Tick(RunListEvent* ev)
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D3PlayFX(StaticSound[kSound3], pActor);
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pActor->set_int_zvel(-(zVel >> 1));
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pActor->vel.Z = -zVel * 0.5;
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if (pActor->vel.Z > -5)
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{
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