- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.

This commit is contained in:
Christoph Oelckers 2016-04-07 14:14:44 +02:00
parent 1d286d5bd5
commit 32bbec7cad

View file

@ -5129,12 +5129,14 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos,
//
//---------------------------------------------------------------------------
void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originator)
void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
{
AActor *th;
PalEntry bloodcolor = originator->GetBloodColor();
PClassActor *bloodcls = originator->GetBloodType();
DVector3 pos = pos1;
pos.Z += pr_spawnblood.Random2() / 64.;
int bloodtype = cl_bloodtype;
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
@ -5142,8 +5144,7 @@ void P_SpawnBlood (const DVector3 &pos, DAngle dir, int damage, AActor *originat
if (bloodcls != NULL)
{
double z = pr_spawnblood.Random2 () / 64.;
th = Spawn(bloodcls, pos + DVector3(0, 0, z), NO_REPLACE); // GetBloodType already performed the replacement
th = Spawn(bloodcls, pos, NO_REPLACE); // GetBloodType already performed the replacement
th->Vel.Z = 2;
th->Angles.Yaw = dir;
// [NG] Applying PUFFGETSOWNER to the blood will make it target the owner