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- Use a missile's MaxTargetRange property as the range for P_AimLineAttack() inside P_SpawnPlayerMissile().
SVN r4189 (trunk)
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277d59b2bb
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1 changed files with 9 additions and 6 deletions
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@ -5619,11 +5619,11 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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bool nofreeaim)
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{
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static const int angdiff[3] = { -1<<26, 1<<26, 0 };
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int i;
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angle_t an = angle;
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angle_t pitch;
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AActor *linetarget;
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int vrange = nofreeaim? ANGLE_1*35 : 0;
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AActor *defaultobject = GetDefaultByType(type);
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int vrange = nofreeaim ? ANGLE_1*35 : 0;
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if (source && source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
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{
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@ -5634,11 +5634,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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}
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else // see which target is to be aimed at
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{
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i = 2;
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// [XA] If MaxTargetRange is defined in the spawned projectile, use this as the
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// maximum range for the P_AimLineAttack call later; this allows MaxTargetRange
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// to function as a "maximum tracer-acquisition range" for seeker missiles.
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fixed_t linetargetrange = defaultobject->maxtargetrange > 0 ? defaultobject->maxtargetrange*64 : 16*64*FRACUNIT;
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int i = 2;
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do
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{
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an = angle + angdiff[i];
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pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget, vrange);
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pitch = P_AimLineAttack (source, an, linetargetrange, &linetarget, vrange);
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if (source->player != NULL &&
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!nofreeaim &&
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@ -5660,8 +5665,6 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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}
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if (pLineTarget) *pLineTarget = linetarget;
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i = GetDefaultByType (type)->flags3;
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if (z != ONFLOORZ && z != ONCEILINGZ)
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{
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// Doom spawns missiles 4 units lower than hitscan attacks for players.
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