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- replaced R_PointToAngle2 in blood splatter functions.
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730145d1fc
commit
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2 changed files with 3 additions and 3 deletions
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@ -111,7 +111,7 @@ void A_PainShootSkull (AActor *self, angle_t angle, PClassActor *spawntype, int
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if (!inportal) break;
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if (!inportal) break;
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// recalculate position and redo the check on the other side of the portal
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// recalculate position and redo the check on the other side of the portal
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pos = self->Vec3Offset(dist.x, dist.y, 8 * FRACUNIT, false);
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pos = self->Vec3Offset(dist.x, dist.y, 8 * FRACUNIT);
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src.x = pos.x - dist.x;
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src.x = pos.x - dist.x;
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src.y = pos.y - dist.y;
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src.y = pos.y - dist.y;
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@ -5358,7 +5358,7 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
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}
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}
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if (bloodtype >= 1)
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if (bloodtype >= 1)
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{
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{
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P_DrawSplash2 (40, x, y, z, R_PointToAngle2 (x, y, originator->X(), originator->Y()), 2, bloodcolor);
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P_DrawSplash2 (40, x, y, z, 0u - originator->AngleTo(x, y), 2, bloodcolor);
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}
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}
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}
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}
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@ -5398,7 +5398,7 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
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}
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}
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if (bloodtype >= 1)
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if (bloodtype >= 1)
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{
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{
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P_DrawSplash2 (100, x, y, z, R_PointToAngle2 (0, 0, originator->X() - x, originator->Y() - y), 2, bloodcolor);
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P_DrawSplash2 (100, x, y, z, 0u - originator->AngleTo(x, y), 2, bloodcolor);
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}
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}
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}
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}
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