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- restore code as it was, buggy as it may be.
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1 changed files with 8 additions and 9 deletions
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@ -81,11 +81,10 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
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double height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE * 0.25;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pos = actor->spr.pos.plusZ(height);
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DVector3 pos(actor->spr.pos.XY(), height);
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//auto pos = actor->spr.pos.plusZ(height); // what it probably should be
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DVector3 Aim;
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Aim.XY() = actor->spr.angle.ToVector();
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Aim.Z = actor->dudeSlope / 16384.;
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DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.);
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double nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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while (auto actor2 = it.Next())
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@ -143,12 +142,12 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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double height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE * 0.25;
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auto pos = actor->spr.pos.plusZ(height);
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DVector3 pos(actor->spr.pos.XY(), height);
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//auto pos = actor->spr.pos.plusZ(height); // what it probably should be
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DVector3 Aim(actor->spr.angle.ToVector(), actor->dudeSlope / 16384.);
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DVector3 Aim2(Aim.XY(), 0);
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DVector3 Aim, Aim2;
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Aim2.XY() = Aim.XY() = actor->spr.angle.ToVector();
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Aim.Z = actor->dudeSlope / 16384.;
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Aim2.Z = 0;
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double nClosest = 0x7fffffff;
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BloodStatIterator it(kStatDude);
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