- found one more place using Build angles.

This commit is contained in:
Christoph Oelckers 2022-09-09 00:08:10 +02:00
parent be1f510728
commit e15a89fc70

View file

@ -11643,9 +11643,10 @@ int DoRing(DSWActor* actor)
void InitSpellRing(PLAYER* pp)
{
short ang, ang_diff, ang_start, missiles;
short missiles;
short max_missiles = 16;
short ammo;
DAngle ang;
ammo = NAPALM_MIN_AMMO;
@ -11654,9 +11655,9 @@ void InitSpellRing(PLAYER* pp)
else
PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
ang_diff = 2048 / max_missiles;
DAngle ang_diff = DAngle360 / max_missiles;
ang_start = NORM_ANGLE(pp->angle.ang.Buildang() - (2048 / 2));
DAngle ang_start = pp->angle.ang - DAngle180;
if (!SW_SHAREWARE)
PlaySound(DIGI_RFWIZ, pp, v3df_none);
@ -11666,7 +11667,7 @@ void InitSpellRing(PLAYER* pp)
for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
{
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos, DAngle::fromBuild(ang), 0);
auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos, ang, 0);
actorNew->spr.hitag = LUMINOUS; //Always full brightness
actorNew->vel.X = 31.25;