mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-30 07:41:22 +00:00
- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.
This commit is contained in:
parent
1d286d5bd5
commit
32bbec7cad
1 changed files with 5 additions and 4 deletions
|
@ -5129,11 +5129,13 @@ 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;
|
||||
|
||||
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue