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- Blood: use a 3D unit vector to set Blood's projectile velocity.
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2 changed files with 2 additions and 4 deletions
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@ -6424,8 +6424,6 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
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DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVector3 dv, int nType)
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{
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// this function expects a vector with unit length in XY. Let's not depend on all callers doing it.
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dv /= dv.XY().Length();
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assert(nType >= kMissileBase && nType < kMissileMax);
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bool impact = false;
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const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
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@ -6460,7 +6458,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, double xyoff, double zoff, DVect
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spawned->spr.scale = DVector2(pMissileInfo->xrepeat * REPEAT_SCALE, pMissileInfo->yrepeat * REPEAT_SCALE);
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spawned->spr.picnum = pMissileInfo->picnum;
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spawned->spr.Angles.Yaw = actor->spr.Angles.Yaw + mapangle(pMissileInfo->angleOfs);
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spawned->vel = dv * pMissileInfo->fVelocity();
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spawned->vel = dv.Unit() * pMissileInfo->fVelocity();
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spawned->SetOwner(actor);
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spawned->spr.cstat |= CSTAT_SPRITE_BLOCK;
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spawned->SetTarget(nullptr);
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@ -1020,7 +1020,7 @@ OptionMenu GameplayOptions protected
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Option "$ENEMY_BEHAVIOR", "cl_bloodvanillaenemies", "EnemyBehavior"
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}
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StaticText ""
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ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides)
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ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides, Blood, ShadowWarrior)
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{
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Option "$PLRMNU_FULLVIEWPITCH", "cl_clampedpitch", "OffOn"
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}
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