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Call A_Face() directly from A_CustomBullletAttack
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2 changed files with 3 additions and 6 deletions
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@ -72,9 +72,8 @@ DECLARE_ACTION(A_FreezeDeathChunks)
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DECLARE_ACTION(A_BossDeath)
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DECLARE_ACTION(A_BossDeath)
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void A_Chase(AActor *self);
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void A_Chase(AActor *self);
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void A_FaceTarget (AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceMaster(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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void A_FaceTracer(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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@ -1082,9 +1082,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
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{
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{
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if (!(Flags & CBAF_AIMFACING))
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if (!(Flags & CBAF_AIMFACING))
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{
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{
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if (ref == self->target) A_FaceTarget(self);
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A_Face(self, ref);
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else if (ref == self->master) A_FaceMaster(self);
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else if (ref == self->tracer) A_FaceTracer(self);
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}
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}
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bangle = self->angle;
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bangle = self->angle;
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