diff --git a/source/games/duke/src/player.cpp b/source/games/duke/src/player.cpp index cf3c3fecb..1b144b02d 100644 --- a/source/games/duke/src/player.cpp +++ b/source/games/duke/src/player.cpp @@ -1050,7 +1050,7 @@ void shootbloodsplat(DDukeActor* actor, int p, const DVector3& pos, DAngle ang, if (spawned) { spawned->vel.X = -0.75; - spawned->spr.angle = -hit.hitWall->delta().Angle() + DAngle90; // note the '-' sign here! + spawned->spr.angle = hit.hitWall->delta().Angle() - DAngle90; spawned->spr.pos = hit.hitpos; spawned->spr.cstat |= randomXFlip(); ssp(spawned, CLIPMASK0); diff --git a/source/games/duke/src/player_d.cpp b/source/games/duke/src/player_d.cpp index a9ab65de2..0767a198f 100644 --- a/source/games/duke/src/player_d.cpp +++ b/source/games/duke/src/player_d.cpp @@ -521,7 +521,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int if (hole) { hole->vel.X = -1 / 16.; - hole->spr.angle = -hit.hitWall->delta().Angle() + DAngle90; + hole->spr.angle = hit.hitWall->delta().Angle() - DAngle90; ssp(hole, CLIPMASK0); hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL; } diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 929949c33..816608420 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -410,7 +410,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int if (hole) { hole->vel.X = -1 / 16; - hole->spr.angle = -hit.hitWall->delta().Angle() + DAngle90; + hole->spr.angle = hit.hitWall->delta().Angle() - DAngle90; ssp(hole, CLIPMASK0); hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL; } diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index 809fef221..a17bb8ed0 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -679,7 +679,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, const DVector3& pos, int atw if (spawned) { spawned->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_YCENTER; - spawned->spr.angle = -wal->delta().Angle() - DAngle90; + spawned->spr.angle = wal->delta().Angle() + DAngle90; S_PlayActorSound(SOMETHINGHITFORCE, spawned); }