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- fixed: AdjustPlayerAngle should not use the angle that gets passed in the attack target struct. This is the actual angle of the attack but this function needs to adjust to the actual direction between player and victim.
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@ -30,7 +30,7 @@ void AdjustPlayerAngle (AActor *pmo, FTranslatedLineTarget *t)
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angle_t angle;
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int difference;
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angle = t->angleFromSource;
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angle = pmo->AngleTo(t->linetarget);
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difference = (int)angle - (int)pmo->angle;
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if (abs(difference) > MAX_ANGLE_ADJUST)
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{
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