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- Always at least halve the advance vector in P_CheckMissileSpawn().
SVN r4197 (trunk)
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1 changed files with 2 additions and 1 deletions
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@ -5277,10 +5277,11 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist)
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// Keep halving the advance vector until we get something less than maxdist
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// units away, since we still want to spawn the missile inside the shooter.
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while (TVector2<double>(advance).LengthSquared() >= maxsquared)
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do
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{
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advance *= 0.5f;
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}
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while (TVector2<double>(advance).LengthSquared() >= maxsquared);
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th->x += FLOAT2FIXED(advance.X);
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th->y += FLOAT2FIXED(advance.Y);
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th->z += FLOAT2FIXED(advance.Z);
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