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- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.
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1d286d5bd5
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1 changed files with 5 additions and 4 deletions
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@ -5129,12 +5129,14 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos,
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//
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//---------------------------------------------------------------------------
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void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originator)
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void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
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{
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AActor *th;
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PalEntry bloodcolor = originator->GetBloodColor();
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PClassActor *bloodcls = originator->GetBloodType();
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DVector3 pos = pos1;
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pos.Z += pr_spawnblood.Random2() / 64.;
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int bloodtype = cl_bloodtype;
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if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
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@ -5142,8 +5144,7 @@ void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originat
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if (bloodcls != NULL)
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{
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double z = pr_spawnblood.Random2 () / 64.;
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th = Spawn(bloodcls, pos + DVector3(0, 0, z), NO_REPLACE); // GetBloodType already performed the replacement
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th = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
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th->Vel.Z = 2;
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th->Angles.Yaw = dir;
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// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner
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