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- fixed: A_FireProjectile was still using the inverted pitch from A_FireCustomMissile it was supposed to correct.
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@ -1899,7 +1899,7 @@ DEFINE_ACTION_FUNCTION(AStateProvider, A_FireProjectile)
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// Temporarily adjusts the pitch
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DAngle saved_player_pitch = self->Angles.Pitch;
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self->Angles.Pitch -= pitch;
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self->Angles.Pitch += pitch;
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AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, spawnheight, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
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self->Angles.Pitch = saved_player_pitch;
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