From 4fed0f805725ccac9570b765fa84e49d28b3c3d7 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 12 Nov 2009 01:21:25 +0000 Subject: [PATCH] - Fixed: nofreeaim in P_SpawnPlayerMissile() was broken. SVN r1971 (trunk) --- docs/rh-log.txt | 1 + src/p_mobj.cpp | 4 ++++ 2 files changed, 5 insertions(+) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 39251460b..5c5a5d8c1 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,5 @@ November 11, 2009 +- Fixed: nofreeaim in P_SpawnPlayerMissile() was broken. - Fixed: MBF sky Y offsets were ignored. X offsets should also be applied to the sky cylinder, not the screen like Hexen scrolling skies. diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 7ecf49987..8177b73a1 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -5204,6 +5204,10 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, if (linetarget == NULL) { an = angle; + if (nofreeaim || !level.IsFreelookAllowed()) + { + pitch = 0; + } } if (pLineTarget) *pLineTarget = linetarget;