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- fixed bad hitradius distance calculation.
Player offset was retrieved from the wrong actor here.
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parent
fba882e368
commit
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2 changed files with 2 additions and 2 deletions
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@ -303,7 +303,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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continue;
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continue;
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}
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}
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double dist = (actor->getPosWithOffsetZ() - act2->spr.pos).Length();
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double dist = (act2->getPosWithOffsetZ() - actor->spr.pos).Length();
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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{
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{
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@ -243,7 +243,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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continue;
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continue;
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}
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}
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double dist = (actor->getPosWithOffsetZ() - act2->spr.pos).Length();
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double dist = (act2->getPosWithOffsetZ() - actor->spr.pos).Length();
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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if (dist < radius && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector()))
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{
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{
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