- 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.
This commit is contained in:
Christoph Oelckers 2016-03-20 02:08:05 +01:00
parent 0ef9ee23b1
commit f1d2c7755a

View file

@ -28,8 +28,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
return 0; return 0;
A_FaceTarget (self); A_FaceTarget (self);
missile = P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT, self->AddZ(16*FRACUNIT);
self->target, PClass::FindActor("RevenantTracer")); missile = P_SpawnMissile (self, self->target, PClass::FindActor("RevenantTracer"));
self->AddZ(-16*FRACUNIT);
if (missile != NULL) if (missile != NULL)
{ {