Added FPF_NOAUTOAIM to A_FireCustomMissile
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5 changed files with 7 additions and 5 deletions
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@ -5923,7 +5923,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
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bool nofreeaim)
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bool nofreeaim, bool noautoaim)
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{
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static const int angdiff[3] = { -1<<26, 1<<26, 0 };
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angle_t an = angle;
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@ -5936,7 +5936,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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{
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return NULL;
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}
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if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
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if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
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{
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// Keep exactly the same angle and pitch as the player's own aim
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an = angle;
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