Call A_Face() directly from A_CustomBullletAttack

This commit is contained in:
Randy Heit 2014-12-23 21:30:24 -06:00
parent c13f1551e6
commit d7d022144e
2 changed files with 3 additions and 6 deletions

View file

@ -72,9 +72,8 @@ DECLARE_ACTION(A_FreezeDeathChunks)
DECLARE_ACTION(A_BossDeath)
void A_Chase(AActor *self);
void A_FaceTarget (AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
void A_FaceMaster(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
void A_FaceTracer(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
bool A_RaiseMobj (AActor *, fixed_t speed);
bool A_SinkMobj (AActor *, fixed_t speed);

View file

@ -1082,9 +1082,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
{
if (!(Flags & CBAF_AIMFACING))
{
if (ref == self->target) A_FaceTarget(self);
else if (ref == self->master) A_FaceMaster(self);
else if (ref == self->tracer) A_FaceTracer(self);
A_Face(self, ref);
}
bangle = self->angle;