- use normalangle().

This commit is contained in:
Christoph Oelckers 2022-10-08 10:47:11 +02:00
parent e099a19f03
commit c159953ac6

View file

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