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- fixed a double/fixed_t mixup in P_SeekerMissile
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@ -1684,7 +1684,8 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
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angle_t pitch = 0;
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if (!(actor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{ // Need to seek vertically
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double dist = MAX(1.0, FVector2(actor->Vec2To(target)).Length());
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fixedvec2 vec = actor->Vec2To(target);
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double dist = MAX(1.0, TVector2<double>(vec.x, vec.y).Length());
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// Aim at a player's eyes and at the middle of the actor for everything else.
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fixed_t aimheight = target->height/2;
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if (target->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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