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- fixed: ACS's SpawnProjectile and Thing_Projectile2 functions were treated as fixed point even though they are not.
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1 changed files with 2 additions and 2 deletions
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@ -9073,14 +9073,14 @@ scriptwait:
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// projectile a TID.
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// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
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P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
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ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false);
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STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
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sp -= 7;
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break;
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case PCD_SPAWNPROJECTILE:
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// Same, but takes an actor name instead of a spawn ID.
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P_Thing_Projectile(STACK(7), activator, 0, FBehavior::StaticLookupString(STACK(6)), STACK(5) * (360. / 256.),
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ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false);
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STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
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sp -= 7;
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break;
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