- simple stuff in blood/actor.cpp

This commit is contained in:
Christoph Oelckers 2022-09-02 23:52:58 +02:00
parent 58642c4d2f
commit 3bac7af313

View file

@ -2717,13 +2717,13 @@ static void actNapalmMove(DBloodActor* actor)
int spawnparam[2];
spawnparam[0] = actor->xspr.data4 >> 1;
spawnparam[1] = actor->xspr.data4 - spawnparam[0];
int ang = actor->int_ang();
auto ang = actor->spr.angle;
actor->ZeroVelocity();
for (int i = 0; i < 2; i++)
{
int t1 = Random(0x33333) + 0x33333;
int rndang = Random2(0x71);
actor->set_int_ang((rndang + ang + 2048) & 2047);
auto rndang = DAngle::fromBuild(Random2(0x71));
actor->spr.angle = (ang + rndang).Normalized360();
auto spawned = actFireThing(actor, 0, 0, -0x93d0, kThingNapalmBall, t1);
spawned->SetOwner(actor->GetOwner());
seqSpawn(61, spawned, nNapalmClient);
@ -3852,7 +3852,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if (missileActor->hasX())
{
actPostSprite(missileActor, kStatDecoration);
if (missileActor->int_ang() == 1024) sfxPlay3DSound(missileActor, 307, -1, 0);
if (missileActor->spr.angle == DAngle180) sfxPlay3DSound(missileActor, 307, -1, 0);
missileActor->spr.type = kSpriteDecoration;
seqSpawn(9, missileActor, -1);
}