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- renamed back arguments of A_FireProjectile.
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1 changed files with 6 additions and 6 deletions
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@ -190,7 +190,7 @@ class StateProvider : Inventory
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//
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//==========================================================================
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action Actor A_FireProjectile(class<Actor> ti, double spawnangle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
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action Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
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{
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let player = self.player;
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if (!player) return null;
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@ -206,18 +206,18 @@ class StateProvider : Inventory
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return null; // out of ammo
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}
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if (ti)
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if (missiletype)
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{
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double ang = Angle - 90;
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double ang = self.Angle - 90;
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Vector2 ofs = AngleToVector(ang, spawnofs_xy);
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double shootangle = Angle;
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double shootangle = self.Angle;
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if (flags & FPF_AIMATANGLE) shootangle += spawnangle;
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if (flags & FPF_AIMATANGLE) shootangle += angle;
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// Temporarily adjusts the pitch
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double saved_player_pitch = self.Pitch;
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self.Pitch += pitch;
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let misl = SpawnPlayerMissile (ti, shootangle, ofs.X, ofs.Y, spawnheight, t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
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let misl = SpawnPlayerMissile (missiletype, shootangle, ofs.X, ofs.Y, spawnheight, t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
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self.Pitch = saved_player_pitch;
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// automatic handling of seeker missiles
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