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- Exhumed: Don't autoaim backwards.
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parent
88fe8e49a3
commit
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1 changed files with 13 additions and 4 deletions
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@ -815,16 +815,25 @@ loc_flag:
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}
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case kWeaponPistol:
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{
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int var_50 = PlayerList[nLocalPlayer].horizon.horiz.asq16() >> 14;
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nHeight -= var_50;
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int h = PlayerList[nLocalPlayer].horizon.horiz.asq16() >> 14;
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nHeight -= h;
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int target = 0;
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if (sPlayerInput[nPlayer].nTarget >= 0 && Autoaim(nPlayer))
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{
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assert(sprite[sPlayerInput[nPlayer].nTarget].sectnum < kMaxSectors);
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var_50 = sPlayerInput[nPlayer].nTarget + 10000;
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int t = sPlayerInput[nPlayer].nTarget;
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if (t >= 0 && t < MAXSPRITES)
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{
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// only autoaim if target is in front of the player.
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auto pTargetSprite = &sprite[t];
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int angletotarget = bvectangbam(pTargetSprite->x - sprite[nPlayerSprite].x, pTargetSprite->y - sprite[nPlayerSprite].y).asbuild();
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int anglediff = (sprite[nPlayerSprite].ang - angletotarget) & 2047;
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if (anglediff < 512 || anglediff > 1536) target = t + 10000;
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}
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}
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BuildBullet(nPlayerSprite, nAmmoType, ebp, ebx, nHeight, nAngle, var_50, var_1C);
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BuildBullet(nPlayerSprite, nAmmoType, ebp, ebx, nHeight, nAngle, target, var_1C);
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break;
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}
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