Fix long-standing visual bug with pulsegun beam (thanks, RELATIVETOFLOOR flag).

This commit is contained in:
Marisa the Magician 2019-02-02 19:59:20 +01:00
commit c24834d778
2 changed files with 2 additions and 6 deletions

View file

@ -473,6 +473,7 @@ Class PulseBolt : Actor
}
void UpdateBeam( PulseBolt parent, Vector3 x )
{
bRELATIVETOFLOOR = parent.bRELATIVETOFLOOR;
frame = parent.frame;
SetOrigin(parent.Vec3Offset(x.x*beamsize,x.y*beamsize,x.z*beamsize),true);
A_SetAngle(parent.angle);
@ -513,6 +514,7 @@ Class StarterBolt : PulseBolt
return;
}
Vector3 x, y, z, origin;
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
if ( target.player )
{
[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);