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- some minor random changes.
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parent
f7fdbcaa59
commit
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3 changed files with 4 additions and 4 deletions
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@ -1558,7 +1558,7 @@ void ProcessInput(PLAYER* pPlayer)
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DBloodActor* fragger = pPlayer->fragger;
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if (fragger)
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{
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pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ang, VecToAngle(fragger->int_pos().X - actor->int_pos().X, fragger->int_pos().Y - actor->int_pos().Y)));
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pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ang, VecToAngle(fragger->spr.pos.XY() - actor->spr.pos.XY())));
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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@ -349,7 +349,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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if (d < r && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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{
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act2->hitang = getangle(act2->int_pos().X - actor->int_pos().X, act2->int_pos().Y - actor->int_pos().Y);
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act2->hitang = getangle(act2->spr.pos - actor->spr.pos);
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if (actor->spr.picnum == RPG && act2->spr.extra > 0)
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act2->attackertype = RPG;
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@ -409,8 +409,8 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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auto hole = spawn(spark, BULLETHOLE);
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if (hole)
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{
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hole->set_int_xvel(-1);
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hole->set_int_ang(getangle(-hit.hitWall->delta()) + 512);
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hole->vel.X = -1 / 16;
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hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
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ssp(hole, CLIPMASK0);
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hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
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}
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