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- autoaim must never apply to WW2GI's pistol.
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1 changed files with 4 additions and 1 deletions
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@ -206,9 +206,12 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
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auto* plr = &ps[actor->PlayerIndex()];
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int autoaim = force? 1 : Autoaim(actor->PlayerIndex());
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bool ww2gipistol = (plr->curr_weapon == PISTOL_WEAPON && isWW2GI());
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bool otherpistol = (plr->curr_weapon == PISTOL_WEAPON && !isWW2GI());
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// Some fudging to avoid aim randomization when autoaim is off.
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// This is a reimplementation of how it was solved in RedNukem.
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if (plr->curr_weapon == PISTOL_WEAPON && !isWW2GI())
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if (!ww2gipistol && (autoaim || otherpistol))
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{
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double vel = 1024, zvel = 0;
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setFreeAimVelocity(vel, zvel, plr->Angles.getPitchWithView(), 16.);
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