- fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack.

SVN r2373 (trunk)
This commit is contained in:
Christoph Oelckers 2010-06-13 11:14:01 +00:00
commit e535b40a9e
14 changed files with 39 additions and 25 deletions

View file

@ -264,7 +264,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
P_LineAttack (self, angle, MELEERANGE+1,
P_AimLineAttack (self, angle, MELEERANGE+1, &linetarget), damage,
NAME_Melee, pufftype);
NAME_Melee, pufftype, false, &linetarget);
if (!linetarget)
{
@ -318,7 +318,7 @@ static void MarinePunch(AActor *self, int damagemul)
A_FaceTarget (self);
angle = self->angle + (pr_m_punch.Random2() << 18);
pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true, &linetarget);
// turn to face target
if (linetarget)