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- fixed some particle positioning errors.
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parent
9a48adf81a
commit
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2 changed files with 10 additions and 11 deletions
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@ -589,7 +589,7 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
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zvel = -1./512.;
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zvel = -1./512.;
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zspread = updown ? -6000 / 65536. : 6000 / 65536.;
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zspread = updown ? -6000 / 65536. : 6000 / 65536.;
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zadd = (updown == 2) ? 128 : 0;
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zadd = (updown == 2) ? -128 : 0;
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for (; count; count--)
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for (; count; count--)
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{
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{
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@ -5049,15 +5049,13 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// P_SpawnPuff
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// P_SpawnPuff
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//
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//
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1, DAngle hitdir, DAngle particledir, int updown, int flags, AActor *vict)
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{
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{
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AActor *puff;
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AActor *puff;
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double z = 0;
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DVector3 pos = pos1;
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if (!(flags & PF_NORANDOMZ))
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z = pr_spawnpuff.Random2() / 64.;
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puff = Spawn(pufftype, pos + DVector3(0, 0, z), ALLOW_REPLACE);
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if (!(flags & PF_NORANDOMZ)) pos.Z += pr_spawnpuff.Random2() / 64.;
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puff = Spawn(pufftype, pos, ALLOW_REPLACE);
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if (puff == NULL) return NULL;
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if (puff == NULL) return NULL;
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if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
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if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
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@ -5275,13 +5273,14 @@ void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
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if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
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if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
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bloodtype = 0;
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bloodtype = 0;
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DVector2 add;
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add.X = (pr_splat() - 128) / 32.;
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add.Y = (pr_splat() - 128) / 32.;
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if (bloodcls != NULL)
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if (bloodcls != NULL)
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{
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{
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AActor *mo;
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AActor *mo;
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DVector2 add;
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add.X = (pr_splat()-128) / 32.;
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add.Y = (pr_splat()-128) / 32.;
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mo = Spawn (bloodcls, pos + add, NO_REPLACE); // GetBloodType already performed the replacement
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mo = Spawn (bloodcls, pos + add, NO_REPLACE); // GetBloodType already performed the replacement
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mo->target = originator;
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mo->target = originator;
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@ -5296,7 +5295,7 @@ void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
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}
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}
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if (bloodtype >= 1)
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if (bloodtype >= 1)
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{
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{
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P_DrawSplash2(40, pos, hitangle - 180., 2, bloodcolor);
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P_DrawSplash2(40, pos + add, hitangle - 180., 2, bloodcolor);
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}
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}
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}
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}
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