- Random spawners no longer move the missile forward when spawning them, because presumably

whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely 
  move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
  might happen to be standing next to).

SVN r4194 (trunk)
This commit is contained in:
Randy Heit 2013-03-21 03:06:04 +00:00
commit 2874d927b1
15 changed files with 81 additions and 93 deletions

View file

@ -333,7 +333,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
{
missile->tracer=self->target;
}
P_CheckMissileSpawn(missile);
P_CheckMissileSpawn(missile, self->radius);
}
}
}
@ -1019,7 +1019,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
missile->FriendPlayer = 0;
}
}
P_CheckMissileSpawn(missile);
P_CheckMissileSpawn(missile, self->radius);
}
}
}
@ -1170,7 +1170,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
missile->tracer=self->target;
}
P_CheckMissileSpawn(missile);
P_CheckMissileSpawn(missile, self->radius);
}
}
}
@ -2045,8 +2045,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
bo->vely = xy_vely + z_vely + (self->vely >> 1);
bo->velz = xy_velz + z_velz;
bo->target= self;
P_CheckMissileSpawn (bo);
bo->target = self;
P_CheckMissileSpawn (bo, self->radius);
}
else ACTION_SET_RESULT(false);
}