Missed the Pulsegun on previous fix.

This commit is contained in:
Marisa the Magician 2018-06-06 00:53:05 +02:00
commit 5a80f170fa

View file

@ -315,12 +315,12 @@ Class PulseBolt : Actor
if ( !damagedactor )
{
accdamage = min(0.5*(level.time-lasthit),0.1);
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](70,80)*accdamage,'zapped');
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](70,80)*accdamage,'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
else if ( t.Results.HitActor != damagedactor )
{
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](70,80)*accdamage,'zapped');
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](70,80)*accdamage,'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
lasthit = level.time;
@ -328,7 +328,7 @@ Class PulseBolt : Actor
accdamage += 1./TICRATE;
if ( accdamage > 0.22 )
{
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](70,80)*accdamage,'zapped');
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](70,80)*accdamage,'zapped',DMG_USEANGLE,atan2(x.y,x.x));
accdamage = 0;
}
}