- fixed: A_FireCustomMissile used the player position as offset.

This commit is contained in:
Christoph Oelckers 2016-03-27 14:20:14 +02:00
parent 6ab95da2fc
commit 228c447a02

View file

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