- removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
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18 changed files with 95 additions and 76 deletions
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@ -7284,7 +7284,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
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DAngle vrange = nofreeaim ? 35. : 0.;
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if (!pLineTarget) pLineTarget = &scratch;
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if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
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if (!(flags & ALF_NOWEAPONCHECK) && source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->IntVar(NAME_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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