From e8b042899b6dda87699184020a0c0fab0401ac81 Mon Sep 17 00:00:00 2001 From: terminx Date: Sat, 1 Sep 2018 19:36:01 +0000 Subject: [PATCH] Apply the same autoaim Z position offsetting logic used on GREENSLIME and ROTATEGUN to any sprite with CSTAT_SPRITE_YCENTER set git-svn-id: https://svn.eduke32.com/eduke32@6971 1a8010ca-5511-0410-912e-c29ae57300e0 --- source/duke3d/src/player.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/source/duke3d/src/player.cpp b/source/duke3d/src/player.cpp index 842c082c1..7174c74f2 100644 --- a/source/duke3d/src/player.cpp +++ b/source/duke3d/src/player.cpp @@ -372,9 +372,11 @@ static int GetAutoAimAng(int spriteNum, int playerNum, int projecTile, int zAdju #ifndef EDUKE32_STANDALONE if (aimFlags && - ((pSprite->picnum >= GREENSLIME && pSprite->picnum <= GREENSLIME + 7) || pSprite->picnum == ROTATEGUN)) - zCenter -= ZOFFSET3; + ((pSprite->picnum >= GREENSLIME && pSprite->picnum <= GREENSLIME + 7) || pSprite->picnum == ROTATEGUN || pSprite->cstat & CSTAT_SPRITE_YCENTER)) +#else + if (aimFlags && pSprite->cstat & CSTAT_SPRITE_YCENTER) #endif + zCenter -= ZOFFSET3; int spriteDist = safeldist(g_player[playerNum].ps->i, &sprite[returnSprite]); *pZvel = tabledivide32_noinline((pSprite->z - startPos->z - zCenter) * projVel, spriteDist);