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https://github.com/ZDoom/qzdoom.git
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- some cleanup on P_RailAttack plus a bit of parameter floatification in thingdef_codeptr.cpp
This commit is contained in:
parent
4d22b346f4
commit
f76524f459
5 changed files with 120 additions and 87 deletions
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@ -564,7 +564,11 @@ static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
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damage = deathmatch ? 100 : 150;
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P_RailAttack (self, damage, offset_xy);
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FRailParams p;
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p.source = self;
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p.damage = damage;
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p.offset_xy = offset_xy;
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P_RailAttack (&p);
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}
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@ -3009,7 +3009,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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self->Angles.Yaw += pr_railface.Random2() * 45./256;
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}
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P_RailAttack (self, self->GetMissileDamage (0, 1), 0);
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FRailParams p;
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p.source = self;
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p.damage = self->GetMissileDamage(0, 1);
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P_RailAttack (&p);
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self->Angles.Pitch = saved_pitch;
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return 0;
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}
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@ -394,7 +394,28 @@ inline bool P_HitWater(AActor *thing, sector_t *sec, const fixedvec3 &pos, bool
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return P_HitWater(thing, sec, fpos, checkabove, alert, force);
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}
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void P_CheckSplash(AActor *self, double distance);
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void P_RailAttack (AActor *source, int damage, int offset_xy, fixed_t offset_z = 0, int color1 = 0, int color2 = 0, double maxdiff = 0, int flags = 0, PClassActor *puff = NULL, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, int duration = 0, double sparsity = 1.0, double drift = 1.0, PClassActor *spawnclass = NULL, int SpiralOffset = 270); // [RH] Shoot a railgun
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struct FRailParams
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{
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AActor *source = nullptr;
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int damage = 0;
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double offset_xy = 0;
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double offset_z = 0;
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int color1 = 0, color2 = 0;
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double maxdiff = 0;
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int flags = 0;
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PClassActor *puff = nullptr;
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DAngle angleoffset = 0.;
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DAngle pitchoffset = 0.;
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double distance = 8192;
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int duration = 0;
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double sparsity = 1.0;
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double drift = 1.0;
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PClassActor *spawnclass = nullptr;
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int SpiralOffset = 270;
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}; // [RH] Shoot a railgun
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void P_RailAttack(FRailParams *params);
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enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
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{
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@ -4681,51 +4681,45 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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//
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//
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//==========================================================================
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void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, int color1, int color2, double maxdiff, int railflags, PClassActor *puffclass, angle_t angleoffset, angle_t pitchoffset, fixed_t distance, int duration, double sparsity, double drift, PClassActor *spawnclass, int SpiralOffset)
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void P_RailAttack(FRailParams *p)
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{
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fixed_t vx, vy, vz;
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angle_t angle, pitch;
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DVector3 start, end;
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DVector3 start;
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FTraceResults trace;
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fixed_t shootz;
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PClassActor *puffclass = p->puff;
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if (puffclass == NULL)
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{
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puffclass = PClass::FindActor(NAME_BulletPuff);
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}
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pitch = ((angle_t)(-source->_f_pitch()) + pitchoffset) >> ANGLETOFINESHIFT;
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angle = (source->_f_angle() + angleoffset) >> ANGLETOFINESHIFT;
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AActor *source = p->source;
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DAngle pitch = -source->Angles.Pitch + p->pitchoffset;
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DAngle angle = source->Angles.Yaw + p->angleoffset;
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vx = FixedMul(finecosine[pitch], finecosine[angle]);
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vy = FixedMul(finecosine[pitch], finesine[angle]);
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vz = finesine[pitch];
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DVector3 vec(DRotator(pitch, angle, angle));
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double shootz = source->Center() - source->FloatSpeed + p->offset_z;
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shootz = source->_f_Z() - source->_f_floorclip() + (source->_f_height() >> 1) + offset_z;
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if (!(railflags & RAF_CENTERZ))
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if (!(p->flags & RAF_CENTERZ))
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{
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if (source->player != NULL)
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{
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shootz += FLOAT2FIXED(source->player->mo->AttackZOffset * source->player->crouchfactor);
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shootz += source->player->mo->AttackZOffset * source->player->crouchfactor;
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}
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else
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{
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shootz += 8 * FRACUNIT;
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shootz += 8;
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}
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}
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angle = ((source->_f_angle() + angleoffset) - ANG90) >> ANGLETOFINESHIFT;
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fixedvec2 xy = source->Vec2Offset(offset_xy * finecosine[angle], offset_xy * finesine[angle]);
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DVector2 xy = source->Vec2Angle(p->offset_xy, angle - 90.);
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RailData rail_data;
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rail_data.Caller = source;
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rail_data.StopAtOne = !!(railflags & RAF_NOPIERCE);
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start.X = FIXED2DBL(xy.x);
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start.Y = FIXED2DBL(xy.y);
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start.Z = FIXED2DBL(shootz);
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rail_data.StopAtOne = !!(p->flags & RAF_NOPIERCE);
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start.X = xy.X;
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start.Y = xy.Y;
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start.Z = shootz;
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int flags;
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@ -4735,9 +4729,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? 0 : TRACE_PCross | TRACE_Impact;
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rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
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rail_data.ThruSpecies = (puffDefaults->flags6 & MF6_MTHRUSPECIES) ? true : false;
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Trace(xy.x, xy.y, shootz, source->Sector, vx, vy, vz,
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distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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flags, ProcessRailHit, &rail_data);
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Trace(start, source->Sector, vec, p->distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace, flags, ProcessRailHit, &rail_data);
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// Hurt anything the trace hit
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unsigned int i;
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@ -4750,8 +4742,6 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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for (i = 0; i < rail_data.RailHits.Size(); i++)
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{
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bool spawnpuff;
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bool bleed = false;
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@ -4789,12 +4779,12 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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if (puffDefaults->flags3 & MF3_FOILINVUL) dmgFlagPass |= DMG_FOILINVUL;
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if (puffDefaults->flags7 & MF7_FOILBUDDHA) dmgFlagPass |= DMG_FOILBUDDHA;
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}
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int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, damage, damagetype, dmgFlagPass|DMG_USEANGLE, hitangle);
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int newdam = P_DamageMobj(hitactor, thepuff ? thepuff : source, source, p->damage, damagetype, dmgFlagPass|DMG_USEANGLE, hitangle);
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if (bleed)
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{
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P_SpawnBlood(hitpos, hitangle, newdam > 0 ? newdam : damage, hitactor);
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P_TraceBleed(newdam > 0 ? newdam : damage, hitpos, hitactor, hitangle, ANGLE2DBL(pitch));
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P_SpawnBlood(hitpos, hitangle, newdam > 0 ? newdam : p->damage, hitactor);
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P_TraceBleed(newdam > 0 ? newdam : p->damage, hitpos, hitactor, hitangle, ANGLE2DBL(pitch));
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}
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}
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@ -4843,8 +4833,7 @@ void P_RailAttack(AActor *source, int damage, int offset_xy, fixed_t offset_z, i
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}
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// Draw the slug's trail.
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end = trace.HitPos;
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P_DrawRailTrail(source, start, end, color1, color2, maxdiff, railflags, spawnclass, source->_f_angle() + angleoffset, duration, sparsity, drift, SpiralOffset);
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P_DrawRailTrail(source, start, trace.HitPos, p->color1, p->color2, p->maxdiff, p->flags, p->spawnclass, angle.BAMs(), p->duration, p->sparsity, p->drift, p->SpiralOffset);
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}
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//==========================================================================
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@ -313,12 +313,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
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}
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else
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{
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fixedvec3 diff = self->_f_Vec3To(target);
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DVector3 diff = self->Vec3To(target);
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if (checkz)
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diff.z += (target->_f_height() - self->_f_height()) / 2;
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diff.Z += (target->Height - self->Height) / 2;
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const double length = DVector3(FIXED2DBL(diff.x), FIXED2DBL(diff.y), (checkz) ? FIXED2DBL(diff.z) : 0).Length();
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ret->SetFloat(length);
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ret->SetFloat(diff.Length());
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}
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return 1;
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}
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@ -664,7 +663,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
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PARAM_INT (melee_damage);
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PARAM_SOUND (melee_sound);
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PARAM_CLASS (missile_type, AActor);
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PARAM_FIXED (missile_height);
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PARAM_FLOAT (missile_height);
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if (missile_type != NULL)
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{
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@ -928,7 +927,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
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static int DoJumpIfCloser(AActor *target, VM_ARGS)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_FIXED (dist);
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PARAM_FLOAT (dist);
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PARAM_STATE (jump);
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PARAM_BOOL_OPT(noz) { noz = false; }
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@ -936,7 +935,7 @@ static int DoJumpIfCloser(AActor *target, VM_ARGS)
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{ // No target - no jump
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ACTION_RETURN_STATE(NULL);
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}
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if (self->AproxDistance(target) < dist &&
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if (self->Distance2D(target) < dist &&
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(noz ||
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((self->Z() > target->Z() && self->Z() - target->Top() < dist) ||
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(self->Z() <= target->Z() && target->Z() - self->Top() < dist))))
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@ -1549,16 +1548,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
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return 0; // out of ammo
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}
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if (range == 0)
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range = PLAYERMISSILERANGE;
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if (range == 0) range = PLAYERMISSILERANGE;
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if (!(flags & FBF_NOFLASH)) static_cast<APlayerPawn *>(self)->PlayAttacking2 ();
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if (!(flags & FBF_NOPITCH)) bslope = P_BulletSlope(self);
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bangle = self->Angles.Yaw;
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if (pufftype == NULL)
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pufftype = PClass::FindActor(NAME_BulletPuff);
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if (pufftype == NULL) pufftype = PClass::FindActor(NAME_BulletPuff);
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if (weapon != NULL)
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{
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@ -1702,7 +1699,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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PARAM_INT_OPT (flags) { flags = CPF_USEAMMO; }
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PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
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PARAM_FLOAT_OPT (range) { range = 0; }
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PARAM_FIXED_OPT (lifesteal) { lifesteal = 0; }
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PARAM_FLOAT_OPT (lifesteal) { lifesteal = 0; }
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PARAM_INT_OPT (lifestealmax) { lifestealmax = 0; }
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PARAM_CLASS_OPT (armorbonustype, ABasicArmorBonus) { armorbonustype = NULL; }
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PARAM_SOUND_OPT (MeleeSound) { MeleeSound = ""; }
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@ -1746,7 +1743,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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}
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else
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{
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if (lifesteal && !(t.linetarget->flags5 & MF5_DONTDRAIN))
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if (lifesteal > 0 && !(t.linetarget->flags5 & MF5_DONTDRAIN))
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{
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if (flags & CPF_STEALARMOR)
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{
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@ -1758,7 +1755,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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{
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assert(armorbonustype->IsDescendantOf(RUNTIME_CLASS(ABasicArmorBonus)));
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ABasicArmorBonus *armorbonus = static_cast<ABasicArmorBonus *>(Spawn(armorbonustype));
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armorbonus->SaveAmount *= (actualdamage * lifesteal) >> FRACBITS;
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armorbonus->SaveAmount *= int(actualdamage * lifesteal);
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armorbonus->MaxSaveAmount = lifestealmax <= 0 ? armorbonus->MaxSaveAmount : lifestealmax;
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armorbonus->flags |= MF_DROPPED;
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armorbonus->ClearCounters();
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@ -1771,7 +1768,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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}
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else
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{
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P_GiveBody (self, (actualdamage * lifesteal) >> FRACBITS, lifestealmax);
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P_GiveBody (self, int(actualdamage * lifesteal), lifestealmax);
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}
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}
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if (weapon != NULL)
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@ -1809,17 +1806,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
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PARAM_INT_OPT (flags) { flags = 0; }
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PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; }
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PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
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PARAM_ANGLE_OPT (spread_xy) { spread_xy = 0; }
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PARAM_ANGLE_OPT (spread_z) { spread_z = 0; }
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PARAM_FIXED_OPT (range) { range = 0; }
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PARAM_DANGLE_OPT(spread_xy) { spread_xy = 0.; }
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PARAM_DANGLE_OPT(spread_z) { spread_z = 0.; }
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PARAM_FLOAT_OPT (range) { range = 0; }
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PARAM_INT_OPT (duration) { duration = 0; }
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PARAM_FLOAT_OPT (sparsity) { sparsity = 1; }
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PARAM_FLOAT_OPT (driftspeed) { driftspeed = 1; }
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PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
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PARAM_FIXED_OPT (spawnofs_z) { spawnofs_z = 0; }
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PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; }
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PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
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if (range == 0) range = 8192*FRACUNIT;
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if (range == 0) range = 8192;
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if (sparsity == 0) sparsity=1.0;
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if (self->player == NULL)
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@ -1834,21 +1831,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
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return 0; // out of ammo
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}
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angle_t angle;
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angle_t slope;
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if (flags & RAF_EXPLICITANGLE)
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if (!(flags & RAF_EXPLICITANGLE))
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{
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angle = spread_xy;
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slope = spread_z;
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}
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else
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{
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angle = pr_crailgun.Random2() * (spread_xy / 255);
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slope = pr_crailgun.Random2() * (spread_z / 255);
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spread_xy = spread_xy * pr_crailgun.Random2() / 255;
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spread_z = spread_z * pr_crailgun.Random2() / 255;
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}
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P_RailAttack (self, damage, spawnofs_xy, spawnofs_z, color1, color2, maxdiff, flags, pufftype, angle, slope, range, duration, sparsity, driftspeed, spawnclass, SpiralOffset);
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FRailParams p;
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p.source = self;
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p.damage = damage;
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p.offset_xy = spawnofs_xy;
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p.offset_z = spawnofs_z;
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p.color1 = color1;
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p.color2 = color2;
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p.maxdiff = maxdiff;
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p.flags = flags;
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p.puff = pufftype;
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p.angleoffset = spread_xy;
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p.pitchoffset = spread_z;
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p.distance = range;
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p.duration = duration;
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p.sparsity = sparsity;
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p.drift = driftspeed;
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p.spawnclass = spawnclass;
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p.SpiralOffset = SpiralOffset;
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P_RailAttack(&p);
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return 0;
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}
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@ -1876,14 +1883,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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PARAM_INT_OPT (aim) { aim = CRF_DONTAIM; }
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PARAM_FLOAT_OPT (maxdiff) { maxdiff = 0; }
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PARAM_CLASS_OPT (pufftype, AActor) { pufftype = PClass::FindActor(NAME_BulletPuff); }
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PARAM_ANGLE_OPT (spread_xy) { spread_xy = 0; }
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PARAM_ANGLE_OPT (spread_z) { spread_z = 0; }
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PARAM_FIXED_OPT (range) { range = 0; }
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PARAM_DANGLE_OPT(spread_xy) { spread_xy = 0.; }
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PARAM_DANGLE_OPT(spread_z) { spread_z = 0.; }
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PARAM_FLOAT_OPT (range) { range = 0; }
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PARAM_INT_OPT (duration) { duration = 0; }
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PARAM_FLOAT_OPT (sparsity) { sparsity = 1; }
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PARAM_FLOAT_OPT (driftspeed) { driftspeed = 1; }
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PARAM_CLASS_OPT (spawnclass, AActor){ spawnclass = NULL; }
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PARAM_FIXED_OPT (spawnofs_z) { spawnofs_z = 0; }
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PARAM_FLOAT_OPT (spawnofs_z) { spawnofs_z = 0; }
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PARAM_INT_OPT (SpiralOffset) { SpiralOffset = 270; }
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if (range == 0) range = 8192*FRACUNIT;
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@ -1930,8 +1937,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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// Tricky: We must offset to the angle of the current position
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// but then change the angle again to ensure proper aim.
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self->SetXY(self->Vec2Offset(
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FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Cos()),
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FLOAT2FIXED(spawnofs_xy * self->Angles.Yaw.Sin())));
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spawnofs_xy * self->Angles.Yaw.Cos(),
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spawnofs_xy * self->Angles.Yaw.Sin()));
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spawnofs_xy = 0;
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self->Angles.Yaw = self->AngleTo(self->target,- self->target->Vel.X * 3, -self->target->Vel.Y * 3);
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}
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@ -1943,23 +1950,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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}
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}
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|
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angle_t angle = (self->_f_angle() - ANG90) >> ANGLETOFINESHIFT;
|
||||
|
||||
angle_t angleoffset;
|
||||
angle_t slopeoffset;
|
||||
|
||||
if (flags & CRF_EXPLICITANGLE)
|
||||
if (!(flags & CRF_EXPLICITANGLE))
|
||||
{
|
||||
angleoffset = spread_xy;
|
||||
slopeoffset = spread_z;
|
||||
}
|
||||
else
|
||||
{
|
||||
angleoffset = pr_crailgun.Random2() * (spread_xy / 255);
|
||||
slopeoffset = pr_crailgun.Random2() * (spread_z / 255);
|
||||
spread_xy = spread_xy * pr_crailgun.Random2() / 255;
|
||||
spread_z = spread_z * pr_crailgun.Random2() / 255;
|
||||
}
|
||||
|
||||
P_RailAttack (self, damage, spawnofs_xy, spawnofs_z, color1, color2, maxdiff, flags, pufftype, angleoffset, slopeoffset, range, duration, sparsity, driftspeed, spawnclass,SpiralOffset);
|
||||
FRailParams p;
|
||||
p.source = self;
|
||||
p.damage = damage;
|
||||
p.offset_xy = spawnofs_xy;
|
||||
p.offset_z = spawnofs_z;
|
||||
p.color1 = color1;
|
||||
p.color2 = color2;
|
||||
p.maxdiff = maxdiff;
|
||||
p.flags = flags;
|
||||
p.puff = pufftype;
|
||||
p.angleoffset = spread_xy;
|
||||
p.pitchoffset = spread_z;
|
||||
p.distance = range;
|
||||
p.duration = duration;
|
||||
p.sparsity = sparsity;
|
||||
p.drift = driftspeed;
|
||||
p.spawnclass = spawnclass;
|
||||
p.SpiralOffset = SpiralOffset;
|
||||
P_RailAttack(&p);
|
||||
|
||||
self->SetXYZ(savedpos);
|
||||
self->Angles.Yaw = saved_angle;
|
||||
|
|
Loading…
Reference in a new issue