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-let A_FireProjectile pass through the second return value of SpawnPlayerMissile.
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parent
e1c458ab2f
commit
a952d0f36a
1 changed files with 9 additions and 6 deletions
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@ -207,7 +207,7 @@ class StateProvider : Inventory
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//
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//==========================================================================
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action Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
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action Actor, Actor A_FireProjectile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0)
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{
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let player = self.player;
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if (!player) return null;
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@ -234,14 +234,17 @@ class StateProvider : Inventory
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// Temporarily adjusts the pitch
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double saved_player_pitch = self.Pitch;
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self.Pitch += pitch;
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let misl = SpawnPlayerMissile (missiletype, shootangle, ofs.X, ofs.Y, spawnheight, t, false, (flags & FPF_NOAUTOAIM) != 0);
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Actor misl, realmisl;
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[misl, realmisl] = SpawnPlayerMissile (missiletype, shootangle, ofs.X, ofs.Y, spawnheight, t, false, (flags & FPF_NOAUTOAIM) != 0);
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self.Pitch = saved_player_pitch;
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if (realmisl && flags & FPF_TRANSFERTRANSLATION)
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realmisl.Translation = Translation;
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// automatic handling of seeker missiles
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if (misl)
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{
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if (flags & FPF_TRANSFERTRANSLATION)
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misl.Translation = Translation;
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if (t.linetarget && !t.unlinked && misl.bSeekerMissile)
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misl.tracer = t.linetarget;
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if (!(flags & FPF_AIMATANGLE))
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@ -252,9 +255,9 @@ class StateProvider : Inventory
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misl.VelFromAngle(misl.Vel.XY.Length());
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}
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}
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return misl;
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return misl, realmisl;
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}
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return null;
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return null, null;
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}
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//==========================================================================
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