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- target in UpdateAimVector, teslaHit.
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3 changed files with 8 additions and 8 deletions
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@ -3943,7 +3943,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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break;
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case kMissileTeslaAlt:
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teslaHit(pMissile, hitCode);
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teslaHit(missileActor, hitCode);
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switch (hitCode)
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{
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case 0:
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@ -53,7 +53,7 @@ void WeaponLower(PLAYER *pPlayer);
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int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);
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void WeaponProcess(PLAYER *pPlayer);
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void WeaponUpdateState(PLAYER* pPlayer);
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void teslaHit(spritetype *pMissile, int a2);
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void teslaHit(DBloodActor *pMissile, int a2);
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void WeaponPrecache();
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struct ZONE {
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@ -355,7 +355,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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aim.dy = bsin(pPSprite->ang);
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aim.dz = pPlayer->slope;
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WEAPONTRACK *pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
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int nTarget = -1;
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DBloodActor* targetactor = nullptr;
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pPlayer->aimTargetsCount = 0;
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int autoaim = Autoaim(pPlayer->nPlayer);
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if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == kWeapVoodooDoll || pPlayer->curWeapon == kWeapLifeLeech)
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@ -415,7 +415,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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aim.dx = bcos(angle);
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aim.dy = bsin(angle);
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aim.dz = DivScale(dzCenter, nDist, 10);
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nTarget = pSprite->index;
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targetactor = actor;
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}
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}
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if (pWeaponTrack->thingAngle > 0)
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@ -463,7 +463,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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aim.dx = bcos(angle);
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aim.dy = bsin(angle);
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aim.dz = DivScale(dz, nDist, 10);
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nTarget = pSprite->index;
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targetactor = actor;
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}
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}
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}
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@ -478,7 +478,7 @@ void UpdateAimVector(PLAYER * pPlayer)
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pPlayer->aim = pPlayer->relAim;
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RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, pPSprite->ang);
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pPlayer->aim.dz += pPlayer->slope;
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pPlayer->aimTarget = &bloodActors[nTarget];
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pPlayer->aimTarget = targetactor;
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}
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struct t_WeaponModes
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@ -2658,9 +2658,9 @@ void WeaponProcess(PLAYER *pPlayer) {
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WeaponUpdateState(pPlayer);
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}
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void teslaHit(spritetype *pMissile, int a2)
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void teslaHit(DBloodActor *missileactor, int a2)
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{
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auto missileactor = &bloodActors[pMissile->index];
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auto pMissile = &missileactor->s();
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uint8_t sectmap[(kMaxSectors+7)>>3];
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int x = pMissile->x;
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int y = pMissile->y;
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