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- found one more place using Build angles.
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be1f510728
commit
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1 changed files with 5 additions and 4 deletions
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@ -11643,9 +11643,10 @@ int DoRing(DSWActor* actor)
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void InitSpellRing(PLAYER* pp)
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void InitSpellRing(PLAYER* pp)
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{
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{
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short ang, ang_diff, ang_start, missiles;
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short missiles;
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short max_missiles = 16;
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short max_missiles = 16;
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short ammo;
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short ammo;
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DAngle ang;
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ammo = NAPALM_MIN_AMMO;
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ammo = NAPALM_MIN_AMMO;
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@ -11654,9 +11655,9 @@ void InitSpellRing(PLAYER* pp)
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else
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else
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PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
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PlayerUpdateAmmo(pp, WPN_HOTHEAD, -ammo);
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ang_diff = 2048 / max_missiles;
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DAngle ang_diff = DAngle360 / max_missiles;
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ang_start = NORM_ANGLE(pp->angle.ang.Buildang() - (2048 / 2));
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DAngle ang_start = pp->angle.ang - DAngle180;
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if (!SW_SHAREWARE)
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if (!SW_SHAREWARE)
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PlaySound(DIGI_RFWIZ, pp, v3df_none);
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PlaySound(DIGI_RFWIZ, pp, v3df_none);
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@ -11666,7 +11667,7 @@ void InitSpellRing(PLAYER* pp)
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for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
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for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
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{
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{
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auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos, DAngle::fromBuild(ang), 0);
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auto actorNew = SpawnActor(STAT_MISSILE_SKIP4, FIREBALL1, s_Ring, pp->cursector, pp->pos, ang, 0);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->vel.X = 31.25;
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actorNew->vel.X = 31.25;
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