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- fixed: A_FireCustomMissile used the player position as offset.
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1 changed files with 2 additions and 2 deletions
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@ -1642,7 +1642,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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if (ti)
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if (ti)
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{
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{
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DAngle ang = self->Angles.Yaw - 90;
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DAngle ang = self->Angles.Yaw - 90;
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DVector3 ofs = self->Vec3Angle(spawnofs_xy, ang, spawnheight);
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DVector2 ofs = ang.ToVector(spawnofs_xy);
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DAngle shootangle = self->Angles.Yaw;
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DAngle shootangle = self->Angles.Yaw;
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if (flags & FPF_AIMATANGLE) shootangle += angle;
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if (flags & FPF_AIMATANGLE) shootangle += angle;
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@ -1650,7 +1650,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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// Temporarily adjusts the pitch
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// Temporarily adjusts the pitch
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DAngle saved_player_pitch = self->Angles.Pitch;
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DAngle saved_player_pitch = self->Angles.Pitch;
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self->Angles.Pitch -= pitch;
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self->Angles.Pitch -= pitch;
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AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, ofs.Z, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
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AActor * misl=P_SpawnPlayerMissile (self, ofs.X, ofs.Y, spawnheight, ti, shootangle, &t, NULL, false, (flags & FPF_NOAUTOAIM) != 0);
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self->Angles.Pitch = saved_player_pitch;
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self->Angles.Pitch = saved_player_pitch;
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// automatic handling of seeker missiles
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// automatic handling of seeker missiles
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