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- fixed melee attack disance being off after adding MBF21 support.
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4 changed files with 5 additions and 4 deletions
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@ -81,6 +81,7 @@ class Actor : Thinker native
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const ORIG_FRICTION = (0xE800/65536.); // original value
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const ORIG_FRICTION_FACTOR = (2048/65536.); // original value
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const DEFMORPHTICS = 40 * TICRATE;
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const MELEEDELTA = 20;
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// flags are not defined here, the native fields for those get synthesized from the internal tables.
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@ -380,7 +381,7 @@ class Actor : Thinker native
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RenderStyle 'Normal';
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Alpha 1;
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MinMissileChance 200;
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MeleeRange 64 - 20;
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MeleeRange 64 - MELEEDELTA;
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MaxDropoffHeight 24;
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MaxStepHeight 24;
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MaxSlopeSteepness STEEPSLOPE;
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@ -65,7 +65,7 @@ extend class StateProvider
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}
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if (range == 0)
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{
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range = MeleeRange + (1. / 65536.); // MBF21 SAWRANGE;
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range = MeleeRange + MELEEDELTA + (1. / 65536.); // MBF21 SAWRANGE;
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}
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double ang = angle + spread_xy * (Random2[Saw]() / 255.);
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@ -66,7 +66,7 @@ extend class Actor
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damage *= 10;
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double ang = angle + Random2[Punch]() * (5.625 / 256);
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double pitch = AimLineAttack (ang, MeleeRange, null, 0., ALF_CHECK3D);
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double pitch = AimLineAttack (ang, MeleeRange + MELEEDELTA, null, 0., ALF_CHECK3D);
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LineAttack (ang, MeleeRange, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
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@ -379,7 +379,7 @@ extend class Weapon
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// slight randomization; weird vanillaism here. :P
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FTranslatedLineTarget t;
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double ang = angle + Random2[mbf21]() * (5.625 / 256);
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double pitch = AimLineAttack(ang, MeleeRange, t, 0., ALF_CHECK3D);
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double pitch = AimLineAttack(ang, range + MELEEDELTA, t, 0., ALF_CHECK3D);
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LineAttack(ang, range, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
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// turn to face target
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