From f1d2c7755a233d76a8a2f8ebd5cdbaa9ffbebc96 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 20 Mar 2016 02:08:05 +0100 Subject: [PATCH] - 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. --- src/g_doom/a_revenant.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/g_doom/a_revenant.cpp b/src/g_doom/a_revenant.cpp index 252a1c1cd..1b36d6cb2 100644 --- a/src/g_doom/a_revenant.cpp +++ b/src/g_doom/a_revenant.cpp @@ -28,8 +28,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile) return 0; A_FaceTarget (self); - missile = P_SpawnMissileZ (self, self->Z() + 48*FRACUNIT, - self->target, PClass::FindActor("RevenantTracer")); + self->AddZ(16*FRACUNIT); + missile = P_SpawnMissile (self, self->target, PClass::FindActor("RevenantTracer")); + self->AddZ(-16*FRACUNIT); if (missile != NULL) {