- 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)
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15 changed files with 81 additions and 93 deletions
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@ -333,7 +333,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
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{
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missile->tracer=self->target;
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}
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P_CheckMissileSpawn(missile);
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P_CheckMissileSpawn(missile, self->radius);
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}
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}
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}
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@ -1019,7 +1019,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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missile->FriendPlayer = 0;
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}
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}
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P_CheckMissileSpawn(missile);
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P_CheckMissileSpawn(missile, self->radius);
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}
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}
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}
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@ -1170,7 +1170,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
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{
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missile->tracer=self->target;
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}
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P_CheckMissileSpawn(missile);
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P_CheckMissileSpawn(missile, self->radius);
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}
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}
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}
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@ -2045,8 +2045,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
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bo->vely = xy_vely + z_vely + (self->vely >> 1);
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bo->velz = xy_velz + z_velz;
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bo->target= self;
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P_CheckMissileSpawn (bo);
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bo->target = self;
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P_CheckMissileSpawn (bo, self->radius);
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}
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else ACTION_SET_RESULT(false);
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}
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