- SW: Repair pitch setup for all weapons not accounting for the player's view pitch offset.

* Long-standing omission from back in 0e3604ac9e.
This commit is contained in:
Mitchell Richters 2023-02-04 17:18:47 +11:00
parent e28088380f
commit cbcc4f7729
2 changed files with 31 additions and 31 deletions

View file

@ -1285,7 +1285,7 @@ int PlayerInitChemBomb(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
double oclipdist = plActor->clipdist; double oclipdist = plActor->clipdist;
plActor->clipdist = 0; plActor->clipdist = 0;
@ -1655,7 +1655,7 @@ int PlayerInitCaltrops(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
double oclipdist = plActor->clipdist; double oclipdist = plActor->clipdist;
plActor->clipdist = 0; plActor->clipdist = 0;

View file

@ -11521,7 +11521,7 @@ int DoRing(DSWActor* actor)
// put it out there // put it out there
actor->spr.pos += actor->spr.Angles.Yaw.ToVector() * actor->user.Dist; actor->spr.pos += actor->spr.Angles.Yaw.ToVector() * actor->user.Dist;
if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.; // horizon math sucks... if (pp) actor->spr.pos.Z -= actor->user.Dist * pp->Angles.getPitchWithView().Tan() * 2.; // horizon math sucks...
SetActor(actor, actor->spr.pos); SetActor(actor, actor->spr.pos);
@ -11599,7 +11599,7 @@ void InitSpellRing(PLAYER* pp)
// put it out there // put it out there
actorNew->spr.pos += actorNew->spr.Angles.Yaw.ToVector() * actorNew->user.Dist; actorNew->spr.pos += actorNew->spr.Angles.Yaw.ToVector() * actorNew->user.Dist;
actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->actor->spr.Angles.Pitch.Tan() * 2.); // horizon math sucks... actorNew->spr.pos.Z += pp->actor->getOffsetZ() + 20 - (actorNew->user.Dist * pp->Angles.getPitchWithView().Tan() * 2.); // horizon math sucks...
actorNew->spr.Angles.Yaw += DAngle90; actorNew->spr.Angles.Yaw += DAngle90;
@ -11971,7 +11971,7 @@ void InitSpellNapalm(PLAYER* pp)
actor->spr.shade = -40; actor->spr.shade = -40;
actor->spr.scale = DVector2(0.5, 0.5); actor->spr.scale = DVector2(0.5, 0.5);
actor->clipdist = 0; actor->clipdist = 0;
setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actor->vel.X, actor->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actor->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST); actor->user.Flags2 |= (SPR2_BLUR_TAPER_FAST);
@ -12101,7 +12101,7 @@ int InitSpellMirv(PLAYER* pp)
actorNew->spr.shade = -40; actorNew->spr.shade = -40;
actorNew->spr.scale = DVector2(1.125, 1.125); actorNew->spr.scale = DVector2(1.125, 1.125);
actorNew->clipdist = 2; actorNew->clipdist = 2;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
@ -12236,7 +12236,7 @@ int InitSwordAttack(PLAYER* pp)
double dax = 1024., daz = 0; double dax = 1024., daz = 0;
DAngle daang = pp->actor->spr.Angles.Yaw; DAngle daang = pp->actor->spr.Angles.Yaw;
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr) if (hit.hitSector == nullptr)
@ -12414,7 +12414,7 @@ int InitFistAttack(PLAYER* pp)
HitInfo hit{}; HitInfo hit{};
double dax = 1024., daz = 0; double dax = 1024., daz = 0;
auto daang = pp->actor->spr.Angles.Yaw; auto daang = pp->actor->spr.Angles.Yaw;
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.)); setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000. - (RandomRangeF(24000 / 256.) - 12000 / 256.));
FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE); FAFhitscan(pp->actor->getPosWithOffsetZ(), pp->cursector, DVector3(pp->actor->spr.Angles.Yaw.ToVector() * dax, daz), hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr) if (hit.hitSector == nullptr)
@ -12975,7 +12975,7 @@ int InitStar(PLAYER* pp)
actorNew->clipdist = 2; actorNew->clipdist = 2;
// zvel was overflowing with this calculation - had to move to a local long var // zvel was overflowing with this calculation - had to move to a local long var
double zvel = 0; double zvel = 0;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5); setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + STAR_HORIZ_ADJ) * 0.5);
actorNew->user.ceiling_dist = (1); actorNew->user.ceiling_dist = (1);
actorNew->user.floor_dist = (1); actorNew->user.floor_dist = (1);
@ -13075,7 +13075,7 @@ void InitHeartAttack(PLAYER* pp)
actorNew->spr.shade = -10; actorNew->spr.shade = -10;
actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->clipdist = 0; actorNew->clipdist = 0;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER); actorNew->user.Flags2 |= (SPR2_DONT_TARGET_OWNER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
@ -13217,7 +13217,7 @@ int InitShotgun(PLAYER* pp)
DAngle daang = DAngle22_5 * 0.5; DAngle daang = DAngle22_5 * 0.5;
if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr) if (WeaponAutoAimHitscan(pp->actor, &daz, &daang, false) == nullptr)
{ {
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000.); setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000.);
daang = pp->actor->spr.Angles.Yaw; daang = pp->actor->spr.Angles.Yaw;
} }
@ -13379,7 +13379,7 @@ int InitLaser(PLAYER* pp)
actorNew->clipdist = 4; actorNew->clipdist = 4;
// the slower the missile travels the less of a zvel it needs // the slower the missile travels the less of a zvel it needs
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), 16.);
actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200; actorNew->user.Radius = 200;
@ -13474,7 +13474,7 @@ int InitRail(PLAYER* pp)
SetOwner(pp->actor, actorNew); SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 17) * 0.5); setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 17) * 0.5);
actorNew->user.RotNum = 5; actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]); NewStateGroup(actorNew, &sg_Rail[0]);
@ -13638,7 +13638,7 @@ int InitRocket(PLAYER* pp)
SetOwner(pp->actor, actorNew); SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(1.40626, 1.40625); actorNew->spr.scale = DVector2(1.40626, 1.40625);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5); setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 35) * 0.5);
actorNew->clipdist = 4; actorNew->clipdist = 4;
@ -13745,7 +13745,7 @@ int InitBunnyRocket(PLAYER* pp)
SetOwner(pp->actor, actorNew); SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(1, 1); actorNew->spr.scale = DVector2(1, 1);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 35) * 0.5); setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 35) * 0.5);
actorNew->clipdist = 4; actorNew->clipdist = 4;
@ -13847,7 +13847,7 @@ int InitNuke(PLAYER* pp)
SetOwner(pp->actor, actorNew); SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(2, 2); actorNew->spr.scale = DVector2(2, 2);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, (HORIZ_MULT + 36) * 0.5); setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), (HORIZ_MULT + 36) * 0.5);
actorNew->clipdist = 4; actorNew->clipdist = 4;
// Set to red palette // Set to red palette
@ -14003,7 +14003,7 @@ int InitMicro(PLAYER* pp)
return 0; return 0;
double vel = 75., zvel = 0; double vel = 75., zvel = 0;
setFreeAimVelocity(vel, zvel, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(vel, zvel, pp->Angles.getPitchWithView(), HORIZ_MULTF);
for (i = 0; i < MAX_MICRO; i++) for (i = 0; i < MAX_MICRO; i++)
{ {
@ -15208,7 +15208,7 @@ int InitTracerUzi(PLAYER* pp)
static const short lat_dist[] = {800,-800}; static const short lat_dist[] = {800,-800};
double nz = 8 + (pp->actor->spr.Angles.Pitch.Tan() * 36.); double nz = 8 + (pp->Angles.getPitchWithView().Tan() * 36.);
// Spawn a shot // Spawn a shot
// Inserting and setting up variables // Inserting and setting up variables
@ -15247,7 +15247,7 @@ int InitTracerUzi(PLAYER* pp)
return 0; return 0;
} }
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
plActor->clipdist = oclipdist; plActor->clipdist = oclipdist;
@ -15512,7 +15512,7 @@ int InitUzi(PLAYER* pp)
else else
{ {
daang = pp->actor->spr.Angles.Yaw + mapangle(RandomRange(24) - 12); daang = pp->actor->spr.Angles.Yaw + mapangle(RandomRange(24) - 12);
setFreeAimVelocity(dax, daz, pp->actor->spr.Angles.Pitch, 1000. - (RandomRangeF(24000/256.) - 12000/256.)); setFreeAimVelocity(dax, daz, pp->Angles.getPitchWithView(), 1000. - (RandomRangeF(24000/256.) - 12000/256.));
} }
DVector3 vect(daang.ToVector() * dax, daz); DVector3 vect(daang.ToVector() * dax, daz);
@ -15684,7 +15684,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE); actorNew->spr.cstat |= (CSTAT_SPRITE_INVISIBLE);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness // a bit of randomness
@ -15752,7 +15752,7 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp)
SetOwner(plActor, actorNew); SetOwner(plActor, actorNew);
actorNew->spr.scale = DVector2(0.375, 0.375); actorNew->spr.scale = DVector2(0.375, 0.375);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF - RandomRangeF(8) + 5); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF - RandomRangeF(8) + 5);
actorNew->clipdist = 4; actorNew->clipdist = 4;
@ -15821,7 +15821,7 @@ int InitTurretRocket(DSWActor* actor, PLAYER* pp)
actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness // a bit of randomness
@ -15860,7 +15860,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
actorNew->user.Flags2 |= (SPR2_SO_MISSILE); actorNew->user.Flags2 |= (SPR2_SO_MISSILE);
actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER); actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, actorNew->vel.X); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), actorNew->vel.X);
WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false); WeaponAutoAim(actor, actorNew, DAngle22_5 / 2, false);
// a bit of randomness // a bit of randomness
@ -15897,7 +15897,7 @@ int InitTurretRail(DSWActor* actor, PLAYER* pp)
SetOwner(pp->actor, actorNew); SetOwner(pp->actor, actorNew);
actorNew->spr.scale = DVector2(0.8125, 0.8125); actorNew->spr.scale = DVector2(0.8125, 0.8125);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
actorNew->user.RotNum = 5; actorNew->user.RotNum = 5;
NewStateGroup(actorNew, &sg_Rail[0]); NewStateGroup(actorNew, &sg_Rail[0]);
@ -15944,7 +15944,7 @@ int InitTurretLaser(DSWActor* actor, PLAYER* pp)
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
// the slower the missile travels the less of a zvel it needs // the slower the missile travels the less of a zvel it needs
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, 16.); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), 16.);
actorNew->user.Radius = 200; actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (1); actorNew->user.ceiling_dist = (1);
@ -15983,7 +15983,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
double daz = npos.Z; double daz = npos.Z;
if (RANDOM_P2(1024) < 200) if (RANDOM_P2(1024) < 200)
InitTracerTurret(actor, pp->actor, pp->actor->spr.Angles.Pitch); InitTracerTurret(actor, pp->actor, pp->Angles.getPitchWithView());
DAngle daang = DAngle22_5 / 2; DAngle daang = DAngle22_5 / 2;
if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr) if (WeaponAutoAimHitscan(actor, &daz, &daang, false) != nullptr)
@ -15992,7 +15992,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
} }
else else
{ {
setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->actor->spr.Angles.Pitch.Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40); setFreeAimVelocity(dax, daz, DAngle::fromDeg(min(pp->Angles.getPitchWithView().Degrees(), 11.0515)), 1000 - RandomRangeF(80) + 40);
daang = actor->spr.Angles.Yaw; daang = actor->spr.Angles.Yaw;
} }
@ -16682,7 +16682,7 @@ int InitGrenade(PLAYER* pp)
if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew)) if (pp->Flags & (PF_DIVING) || SpriteInUnderwaterArea(actorNew))
actorNew->user.Flags |= (SPR_UNDERWATER); actorNew->user.Flags |= (SPR_UNDERWATER);
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
auto oclipdist = actor->clipdist; auto oclipdist = actor->clipdist;
actor->clipdist = 0; actor->clipdist = 0;
@ -16798,7 +16798,7 @@ int InitMine(PLAYER* pp)
actorNew->spr.scale = DVector2(0.5, 0.5); actorNew->spr.scale = DVector2(0.5, 0.5);
actorNew->spr.shade = -15; actorNew->spr.shade = -15;
actorNew->clipdist = 8; actorNew->clipdist = 8;
setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->actor->spr.Angles.Pitch, HORIZ_MULTF); setFreeAimVelocity(actorNew->vel.X, actorNew->vel.Z, pp->Angles.getPitchWithView(), HORIZ_MULTF);
actorNew->user.WeaponNum = actor->user.WeaponNum; actorNew->user.WeaponNum = actor->user.WeaponNum;
actorNew->user.Radius = 200; actorNew->user.Radius = 200;
actorNew->user.ceiling_dist = (5); actorNew->user.ceiling_dist = (5);
@ -16933,7 +16933,7 @@ int InitFireball(PLAYER* pp)
actorNew->user.ceiling_dist = (6); actorNew->user.ceiling_dist = (6);
actorNew->user.floor_dist = (6); actorNew->user.floor_dist = (6);
double zvel = 0.; double zvel = 0.;
setFreeAimVelocity(actorNew->vel.X, zvel, pp->actor->spr.Angles.Pitch, 120.); setFreeAimVelocity(actorNew->vel.X, zvel, pp->Angles.getPitchWithView(), 120.);
// at certain angles the clipping box was big enough to block the // at certain angles the clipping box was big enough to block the
// initial positioning of the fireball. // initial positioning of the fireball.