- renamed back arguments of A_FireProjectile.

This commit is contained in:
Christoph Oelckers 2018-12-22 16:07:30 +01:00
parent 9446ddb318
commit 5e086ec384
1 changed files with 6 additions and 6 deletions

View File

@ -190,7 +190,7 @@ class StateProvider : Inventory
//
//==========================================================================
action Actor A_FireProjectile(class<Actor> ti, double spawnangle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
action Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
{
let player = self.player;
if (!player) return null;
@ -206,18 +206,18 @@ class StateProvider : Inventory
return null; // out of ammo
}
if (ti)
if (missiletype)
{
double ang = Angle - 90;
double ang = self.Angle - 90;
Vector2 ofs = AngleToVector(ang, spawnofs_xy);
double shootangle = Angle;
double shootangle = self.Angle;
if (flags & FPF_AIMATANGLE) shootangle += spawnangle;
if (flags & FPF_AIMATANGLE) shootangle += angle;
// Temporarily adjusts the pitch
double saved_player_pitch = self.Pitch;
self.Pitch += pitch;
let misl = SpawnPlayerMissile (ti, shootangle, ofs.X, ofs.Y, spawnheight, t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
let misl = SpawnPlayerMissile (missiletype, shootangle, ofs.X, ofs.Y, spawnheight, t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
self.Pitch = saved_player_pitch;
// automatic handling of seeker missiles