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- Fixed: When I converted the P_Thing_Projectile() code for target leading
to use the new vector routines, I had made dist calculate the squared length of the aim vector instead of the correct length. SVN r494 (trunk)
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2 changed files with 4 additions and 1 deletions
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@ -1,4 +1,7 @@
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February 28, 2007
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- Fixed: When I converted the P_Thing_Projectile() code for target leading
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to use the new vector routines, I had made dist calculate the squared
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length of the aim vector instead of the correct length.
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- Fixed: When starting a new game from the menu while the fullscreen console
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was open, the game was frozen before its initial setup tick until the
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console was closed. The most obvious result of this is that your view was
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@ -281,7 +281,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
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goto nolead;
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}
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}
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double dist = aim | aim;
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double dist = aim.Length();
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double targspeed = tvel.Length();
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double ydotx = -aim | tvel;
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double a = acos (clamp (ydotx / targspeed / dist, -1.0, 1.0));
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