mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- fixed: A_FireCustomMissile used the player position as offset.
This commit is contained in:
parent
6ab95da2fc
commit
228c447a02
1 changed files with 2 additions and 2 deletions
|
@ -1642,7 +1642,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
|
|||
if (ti)
|
||||
{
|
||||
DAngle ang = self->Angles.Yaw - 90;
|
||||
DVector3 ofs = self->Vec3Angle(spawnofs_xy, ang, spawnheight);
|
||||
DVector2 ofs = ang.ToVector(spawnofs_xy);
|
||||
DAngle shootangle = self->Angles.Yaw;
|
||||
|
||||
if (flags & FPF_AIMATANGLE) shootangle += angle;
|
||||
|
@ -1650,7 +1650,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
|
|||
// Temporarily adjusts the pitch
|
||||
DAngle saved_player_pitch = self->Angles.Pitch;
|
||||
self->Angles.Pitch -= pitch;
|
||||
AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, ofs.Z, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
|
||||
AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, spawnheight, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
|
||||
self->Angles.Pitch = saved_player_pitch;
|
||||
|
||||
// automatic handling of seeker missiles
|
||||
|
|
Loading…
Reference in a new issue