mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- Fixed: When I converted the P_Thing_Projectile() code for target leading
to use the new vector routines, I had made dist calculate the squared length of the aim vector instead of the correct length. SVN r494 (trunk)
This commit is contained in:
parent
1ca9b88b11
commit
eef025dd4e
2 changed files with 4 additions and 1 deletions
|
@ -1,4 +1,7 @@
|
|||
February 28, 2007
|
||||
- Fixed: When I converted the P_Thing_Projectile() code for target leading
|
||||
to use the new vector routines, I had made dist calculate the squared
|
||||
length of the aim vector instead of the correct length.
|
||||
- Fixed: When starting a new game from the menu while the fullscreen console
|
||||
was open, the game was frozen before its initial setup tick until the
|
||||
console was closed. The most obvious result of this is that your view was
|
||||
|
|
|
@ -281,7 +281,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
|
|||
goto nolead;
|
||||
}
|
||||
}
|
||||
double dist = aim | aim;
|
||||
double dist = aim.Length();
|
||||
double targspeed = tvel.Length();
|
||||
double ydotx = -aim | tvel;
|
||||
double a = acos (clamp (ydotx / targspeed / dist, -1.0, 1.0));
|
||||
|
|
Loading…
Reference in a new issue