WT Incinerator projectile velocity hotfix from Nuke.YKT

From-SVN: r8791
This commit is contained in:
Evan Ramos 2020-03-29 09:07:03 +00:00 committed by Christoph Oelckers
parent fd025374d4
commit b54a6e0565

View file

@ -1606,7 +1606,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
break; break;
if (pSprite->extra >= 0) pSprite->shade = -96; if (pSprite->extra >= 0) pSprite->shade = -96;
vel = 1024; vel = 400;
int j, underwater; int j, underwater;
if (playerNum >= 0) if (playerNum >= 0)
{ {
@ -1616,7 +1616,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
{ {
int ang = getangle(startPos.x-pPlayer->opos.x,startPos.y-pPlayer->opos.y); int ang = getangle(startPos.x-pPlayer->opos.x,startPos.y-pPlayer->opos.y);
ang = 512-(1024-klabs(klabs(ang-shootAng)-1024)); ang = 512-(1024-klabs(klabs(ang-shootAng)-1024));
vel = 1024+int(float(ang)*(1.f/512.f)*float(xv)); vel = 400+int(float(ang)*(1.f/512.f)*float(xv));
} }
underwater = sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER; underwater = sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER;
} }