- address bad use of pitch in A_CustomMissile.
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match. Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function. All internal uses of A_CustomMissile have been replaced as well.
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15 changed files with 32 additions and 19 deletions
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@ -6321,7 +6321,7 @@ bool P_CheckMissileSpawn (AActor* th, double maxdist)
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// [RH] Don't explode ripping missiles that spawn inside something
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if (th->BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (th->BlockingMobj->flags5 & MF5_DONTRIP))
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{
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// If this is a monster spawned by A_CustomMissile subtract it from the counter.
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// If this is a monster spawned by A_SpawnProjectile subtract it from the counter.
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th->ClearCounters();
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// [RH] Don't explode missiles that spawn on top of horizon lines
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if (th->BlockingLine != NULL && th->BlockingLine->special == Line_Horizon)
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