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WT Incinerator projectile velocity hotfix from Nuke.YKT
From-SVN: r8791
This commit is contained in:
parent
fd025374d4
commit
b54a6e0565
1 changed files with 2 additions and 2 deletions
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@ -1606,7 +1606,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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break;
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break;
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if (pSprite->extra >= 0) pSprite->shade = -96;
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if (pSprite->extra >= 0) pSprite->shade = -96;
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vel = 1024;
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vel = 400;
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int j, underwater;
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int j, underwater;
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if (playerNum >= 0)
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if (playerNum >= 0)
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{
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{
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@ -1616,7 +1616,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
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{
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{
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int ang = getangle(startPos.x-pPlayer->opos.x,startPos.y-pPlayer->opos.y);
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int ang = getangle(startPos.x-pPlayer->opos.x,startPos.y-pPlayer->opos.y);
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ang = 512-(1024-klabs(klabs(ang-shootAng)-1024));
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ang = 512-(1024-klabs(klabs(ang-shootAng)-1024));
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vel = 1024+int(float(ang)*(1.f/512.f)*float(xv));
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vel = 400+int(float(ang)*(1.f/512.f)*float(xv));
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}
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}
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underwater = sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER;
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underwater = sector[pPlayer->cursectnum].lotag == ST_2_UNDERWATER;
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}
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}
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