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Duke3d: fix APLAYER radius damage distance calculation regression
Fixes #20.
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1 changed files with 3 additions and 4 deletions
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@ -154,9 +154,6 @@ void A_RadiusDamageObject_Internal(int const spriteNum, int const otherSprite, i
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|| (pSprite->picnum == MORTER && otherSprite == pSprite->owner))
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return;
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#endif
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if (pOther->picnum == APLAYER)
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spriteDist = FindDistance3D(pSprite->x - pOther->x, pSprite->y - pOther->y, pSprite->z - (pOther->z - PHEIGHT));
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if (spriteDist >= blastRadius || !cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum,
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pSprite->x, pSprite->y, pSprite->z - ZOFFSET4, pSprite->sectnum))
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return;
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@ -354,7 +351,9 @@ SKIPWALLCHECK:
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if (bitmap_test(g_radiusDmgStatnums, pDamage->statnum))
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{
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int const spriteDist = dist(pSprite, pDamage);
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int const spriteDist = (pDamage->picnum == APLAYER)
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? FindDistance3D(pSprite->x - pDamage->x, pSprite->y - pDamage->y, pSprite->z - (pDamage->z - PHEIGHT))
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: dist(pSprite, pDamage);
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if (spriteDist < blastRadius)
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A_RadiusDamageObject_Internal(spriteNum, damageSprite, blastRadius, spriteDist, randomZOffset, dmg1, dmg2, dmg3, dmg4);
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