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Cleaned up.
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3c7e1e0528
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1 changed files with 2 additions and 5 deletions
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@ -1665,8 +1665,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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{
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{
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DAngle angle = bangle;
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DAngle angle = bangle;
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DAngle slope = bslope;
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DAngle slope = bslope;
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DAngle tempangle = (pr_cwbullet.Random2() / 255.);
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DAngle tempslope = (pr_cwbullet.Random2() / 255.);
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if (flags & CBAF_EXPLICITANGLE)
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if (flags & CBAF_EXPLICITANGLE)
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{
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{
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@ -1675,8 +1673,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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}
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}
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else
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else
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{
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{
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angle += spread_xy * tempangle;
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angle += spread_xy * (pr_cwbullet.Random2() / 255.);
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slope += spread_z * tempslope;
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slope += spread_z * (pr_cwbullet.Random2() / 255.);
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}
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}
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int damage = damageperbullet;
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int damage = damageperbullet;
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@ -1838,7 +1836,6 @@ static void FireBulletMissile(AActor *self, PClassActor *missile, AActor *puff,
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double y = Spawnofs_xy * angle.Sin();
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double y = Spawnofs_xy * angle.Sin();
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DAngle ang = self->Angles.Yaw - 90;
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DAngle ang = self->Angles.Yaw - 90;
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DVector2 ofs = ang.ToVector(Spawnofs_xy);
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DVector2 ofs = ang.ToVector(Spawnofs_xy);
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//AActor *proj = P_SpawnMissileXYZ(self->Vec3Offset(x, y, z + self->GetBobOffset()), self, puff, missile, false);
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AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true);
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AActor *proj = P_SpawnPlayerMissile(self, ofs.X, ofs.Y, Spawnheight, missile, angle, nullptr, nullptr, false, true);
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if (proj)
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if (proj)
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