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- renamed all wp referencing weapActor.
This commit is contained in:
parent
33c8668325
commit
1afb985291
1 changed files with 46 additions and 55 deletions
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@ -4034,7 +4034,6 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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// most of the time is the weapon
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if (weapActor != nullptr)
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{
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SPRITEp wp = &weapActor->s();
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USERp wu = weapActor->u();
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switch (wu->ID)
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@ -4047,22 +4046,20 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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hit_ang = actor->spr.ang;
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = GetSpriteZOfTop(wp) + (GetSpriteSizeZ(wp) >> 4);
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hit_z = ActorZOfTop(weapActor) + (ActorSizeZ(weapActor) >> 4);
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}
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else
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{
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p = ExtraBlood;
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hit_ang = NORM_ANGLE(wp->ang + 1024);
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hit_ang = NORM_ANGLE(weapActor->spr.ang + 1024);
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = GetSpriteZOfTop(wp) + (GetSpriteSizeZ(wp) >> 2);
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//ASSERT(wu->PlayerP);
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hit_z = ActorZOfTop(weapActor) + (ActorSizeZ(weapActor) >> 2);
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}
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break;
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case SERP_RUN_R0:
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p = ExtraBlood;
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hit_ang = NORM_ANGLE(wp->ang + 1024);
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hit_ang = NORM_ANGLE(weapActor->spr.ang + 1024);
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2);
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@ -4075,29 +4072,29 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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hit_ang = NORM_ANGLE(AngToSprite(actor, weapActor) + 1024);
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = wp->pos.Z - DIV2(GetSpriteSizeZ(wp));
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hit_z = weapActor->spr.pos.Z - (ActorSizeZ(weapActor) >> 1);
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break;
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case STAR1:
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case CROSSBOLT:
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p = SomeBlood;
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hit_ang = NORM_ANGLE(wp->ang + 1024);
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hit_ang = NORM_ANGLE(weapActor->spr.ang + 1024);
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = wp->pos.Z;
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hit_z = weapActor->spr.pos.Z;
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break;
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case PLASMA_FOUNTAIN:
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p = PlasmaFountainBlood;
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hit_ang = wp->ang;
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hit_ang = weapActor->spr.ang;
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = ActorZOfTop(actor) + (ActorSizeZ(actor) >> 2);
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break;
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default:
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p = SomeBlood;
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hit_ang = NORM_ANGLE(wp->ang + 1024);
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hit_ang = NORM_ANGLE(weapActor->spr.ang + 1024);
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hit_x = actor->spr.pos.X;
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hit_y = actor->spr.pos.Y;
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hit_z = GetSpriteZOfTop(wp) + (GetSpriteSizeZ(wp) >> 2);
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hit_z = ActorZOfTop(weapActor) + (ActorSizeZ(weapActor) >> 2);
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break;
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}
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}
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@ -5241,7 +5238,6 @@ int ActorStdMissile(DSWActor* actor, DSWActor* weapActor)
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{
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assert(weapActor != nullptr);
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USERp u = actor->u();
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SPRITEp wp = &weapActor->s();
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USERp wu = weapActor->u();
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// Attack the player that is attacking you
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@ -5357,12 +5353,11 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
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// if ndx does radius
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if (d->radius > 0 && weapActor)
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{
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SPRITEp wp = &weapActor->s();
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int dist,a,b,c;
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int damage_per_pixel, damage_force, damage_amt;
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DISTANCE(wp->pos.X,wp->pos.Y,actor->spr.pos.X,actor->spr.pos.Y,dist,a,b,c);
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DISTANCE(weapActor->spr.pos.X,weapActor->spr.pos.Y,actor->spr.pos.X,actor->spr.pos.Y,dist,a,b,c);
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// take off the box around the player or else you'll never get
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// the max_damage;
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@ -5417,7 +5412,6 @@ int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
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return true;
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}
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SPRITEp wp = &weapActor->s();
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USERp wu = weapActor->u();
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if (weapActor != nullptr && (wu->ID == RIPPER_RUN_R0 || wu->ID == RIPPER2_RUN_R0))
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@ -5439,7 +5433,7 @@ int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
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auto own = GetOwner(weapActor);
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if (own)
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pp->KillerActor = own;
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else if (TEST(wp->extra, SPRX_PLAYER_OR_ENEMY))
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else if (TEST(weapActor->spr.extra, SPRX_PLAYER_OR_ENEMY))
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pp->KillerActor = weapActor;
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}
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@ -5447,8 +5441,8 @@ int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
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DoPlayerBeginDie(pp);
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// for death direction
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//u->slide_ang = wp->ang;
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u->slide_ang = getangle(actor->spr.pos.X - wp->pos.X, actor->spr.pos.Y - wp->pos.Y);
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//u->slide_ang = weapActor->spr.ang;
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u->slide_ang = getangle(actor->spr.pos.X - weapActor->spr.pos.X, actor->spr.pos.Y - weapActor->spr.pos.Y);
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// for death velocity
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u->slide_vel = u->LastDamage * 5;
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@ -5464,7 +5458,6 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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return true;
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USERp u = pp->Actor()->u();
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SPRITEp wp = &weapActor->s();
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USERp wu = weapActor->u();
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auto weapOwner = GetOwner(weapActor);
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@ -5573,7 +5566,6 @@ bool OwnerIs(DSWActor* actor, int pic)
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int DoDamage(DSWActor* actor, DSWActor* weapActor)
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{
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USERp u = actor->u();
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SPRITEp wp;
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USERp wu;
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int damage=0;
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@ -5589,7 +5581,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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if (!weapActor || !weapActor->hasU() || TEST(u->Flags, SPR_SUICIDE))
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return 0;
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wp = &weapActor->s();
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wu = weapActor->u();
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if (TEST(wu->Flags, SPR_SUICIDE))
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@ -5627,7 +5618,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5692,7 +5683,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5726,7 +5717,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5756,7 +5747,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5784,7 +5775,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5814,7 +5805,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5848,7 +5839,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5883,7 +5874,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5914,7 +5905,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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{
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage/4, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage/4, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -5991,7 +5982,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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// Is the player blocking?
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6006,7 +5997,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6025,7 +6016,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6039,7 +6030,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6058,7 +6049,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6070,7 +6061,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6089,7 +6080,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6101,7 +6092,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6125,7 +6116,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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else if (u->PlayerP)
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{
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//PlayerDamageSlide(u->PlayerP, damage, AngToPlayer(u->PlayerP, weapActor));
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PlayerDamageSlide(u->PlayerP, damage/2, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage/2, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6139,7 +6130,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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switch (u->ID)
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{
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@ -6174,7 +6165,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6188,7 +6179,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6223,7 +6214,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6250,7 +6241,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6333,7 +6324,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage>>1, wp->ang);
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ActorDamageSlide(actor, damage>>1, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6659,7 +6650,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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@ -6671,7 +6662,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorHealth(actor, damage);
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ActorPain(actor);
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ActorStdMissile(actor, weapActor);
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ActorDamageSlide(actor, damage, wp->ang);
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ActorDamageSlide(actor, damage, weapActor->spr.ang);
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ActorChooseDeath(actor, weapActor);
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}
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@ -6726,7 +6717,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
|
||||
PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
|
@ -6751,7 +6742,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
|
||||
PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
|
@ -6816,7 +6807,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
|
||||
PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
|
@ -6828,7 +6819,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
ActorHealth(actor, damage);
|
||||
ActorPain(actor);
|
||||
ActorStdMissile(actor, weapActor);
|
||||
ActorDamageSlide(actor, damage, wp->ang);
|
||||
ActorDamageSlide(actor, damage, weapActor->spr.ang);
|
||||
ActorChooseDeath(actor, weapActor);
|
||||
}
|
||||
|
||||
|
@ -6849,7 +6840,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
|
||||
PlayerDamageSlide(u->PlayerP, damage, weapActor->spr.ang);
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
|
@ -6863,7 +6854,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
|
|||
ActorHealth(actor, damage);
|
||||
ActorPain(actor);
|
||||
ActorStdMissile(actor, weapActor);
|
||||
ActorDamageSlide(actor, damage, wp->ang);
|
||||
ActorDamageSlide(actor, damage, weapActor->spr.ang);
|
||||
ActorChooseDeath(actor, weapActor);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue