From c159953ac670fc7d247cc5469434b2a152da10ed Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 8 Oct 2022 10:47:11 +0200 Subject: [PATCH] - use normalangle(). --- source/games/sw/src/weapon.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index d367eb289..ad53a1edf 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -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();