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- fixed A_Burst's velocity calculation.
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@ -3439,7 +3439,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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if (mo)
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{
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mo->Vel.Z = 4 * (mo->Z() - self->Z()) * self->Height;
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mo->Vel.Z = 4 * (mo->Z() - self->Z()) / self->Height;
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mo->Vel.X = pr_burst.Random2() / 128.;
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mo->Vel.Y = pr_burst.Random2() / 128.;
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mo->RenderStyle = self->RenderStyle;
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