From 1d83ea6177a400981856db069f77f378f408b7a7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 5 Apr 2016 10:16:48 +0200 Subject: [PATCH] - fixed: ACS's SpawnProjectile and Thing_Projectile2 functions were treated as fixed point even though they are not. --- src/p_acs.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 2c7f8633d..40fe650c1 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -9073,14 +9073,14 @@ scriptwait: // projectile a TID. // Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid); P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.), - ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false); + STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false); sp -= 7; break; case PCD_SPAWNPROJECTILE: // Same, but takes an actor name instead of a spawn ID. P_Thing_Projectile(STACK(7), activator, 0, FBehavior::StaticLookupString(STACK(6)), STACK(5) * (360. / 256.), - ACSToDouble(STACK(4)) / 8., ACSToDouble(STACK(3)) / 8., 0, NULL, STACK(2), STACK(1), false); + STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false); sp -= 7; break;