- some remaining angle stuff in ripper code

This commit is contained in:
Christoph Oelckers 2022-09-06 19:42:45 +02:00
parent 68608b081b
commit c0cc2b0760
2 changed files with 3 additions and 3 deletions

View file

@ -1023,7 +1023,7 @@ int DoRipperMoveHang(DSWActor* actor)
actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
// hang flush with the wall
actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512));
actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
return 0;
}

View file

@ -1019,7 +1019,7 @@ int DoRipper2MoveHang(DSWActor* actor)
short w, nw;
// Don't keep clinging and going ever higher!
if (abs(actor->int_pos().Z - actor->user.targetActor->int_pos().Z) > (4000<<4))
if (abs(actor->spr.pos.Z - actor->user.targetActor->spr.pos.Z) > 250)
return 0;
NewStateGroup(actor, actor->user.ActorActionSet->Special[1]);
@ -1029,7 +1029,7 @@ int DoRipper2MoveHang(DSWActor* actor)
actor->user.WaitTics = 0; // Double jump
// hang flush with the wall
actor->set_int_ang(NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512));
actor->spr.angle = VecToAngle(actor->user.coll.hitWall->delta()) - DAngle90;
return 0;
}