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- fixed z-offset handling of A_SkelMissile.
I can't believe I missed this for more than 10 years, considering that A_CustomMissile explicitly implements this case: It makes a crucial difference whether P_SpawnMissileZ is used or the actual z-position is temporarily changed. Reverted this function to the position changing method of the original.
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1 changed files with 3 additions and 2 deletions
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@ -28,8 +28,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
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return 0;
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return 0;
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A_FaceTarget (self);
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A_FaceTarget (self);
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missile = P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT,
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self->AddZ(16*FRACUNIT);
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self->target, PClass::FindActor("RevenantTracer"));
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missile = P_SpawnMissile (self, self->target, PClass::FindActor("RevenantTracer"));
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self->AddZ(-16*FRACUNIT);
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if (missile != NULL)
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if (missile != NULL)
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{
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{
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