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- use normalangle().
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1 changed files with 3 additions and 2 deletions
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@ -15485,7 +15485,7 @@ bool HitscanSpriteAdjust(DSWActor* actor, walltype* hit_wall)
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{
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if (hit_wall)
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{
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actor->spr.angle = hit_wall->delta().Angle() + DAngle90;
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actor->spr.angle = hit_wall->normalAngle();
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}
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DAngle ang = actor->spr.angle;
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@ -17869,8 +17869,9 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
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spawnedActor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
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spawnedActor->spr.cstat |= (CSTAT_SPRITE_ONE_SIDE);
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spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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spawnedActor->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
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spawnedActor->spr.angle = hit_wall->delta().Angle() + DAngle90;
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spawnedActor->spr.angle = hit_wall->normalAngle();
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// move it back some
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auto vec = spawnedActor->spr.angle.ToVector();
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