- fixed: ACS's SpawnProjectile and Thing_Projectile2 functions were treated as fixed point even though they are not.

This commit is contained in:
Christoph Oelckers 2016-04-05 10:16:48 +02:00
parent 55cbeb0253
commit 1d83ea6177

View file

@ -9073,14 +9073,14 @@ scriptwait:
// projectile a TID.
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false);
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_SPAWNPROJECTILE:
// Same, but takes an actor name instead of a spawn ID.
P_Thing_Projectile(STACK(7), activator, 0, FBehavior::StaticLookupString(STACK(6)), STACK(5) * (360. / 256.),
ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false);
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;