mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
This commit is contained in:
parent
19c7e24d69
commit
8b10d231cd
2 changed files with 2 additions and 2 deletions
|
@ -3885,7 +3885,7 @@ void AActor::Tick ()
|
||||||
// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
|
// (for backwards compatibility this must check for lack of damage function, not for zero damage!)
|
||||||
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
|
if ((flags & MF_MISSILE) && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
|
||||||
{
|
{
|
||||||
Vel.X = MinVel;
|
VelFromAngle(MinVel);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle X and Y velocities
|
// Handle X and Y velocities
|
||||||
|
|
|
@ -87,7 +87,7 @@ class FastProjectile : Actor
|
||||||
// force some lateral movement so that collision detection works as intended.
|
// force some lateral movement so that collision detection works as intended.
|
||||||
if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
|
if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage())
|
||||||
{
|
{
|
||||||
Vel.X = MinVel;
|
VelFromAngle(MinVel);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 frac = Vel / count;
|
Vector3 frac = Vel / count;
|
||||||
|
|
Loading…
Reference in a new issue