- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.
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39de225fa7
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34 changed files with 356 additions and 377 deletions
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@ -24,15 +24,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
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{
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PARAM_ACTION_PROLOGUE;
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int pitch;
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DAngle pitch;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
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A_FaceTarget (self);
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pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE);
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P_LineAttack (self, self->_f_angle() + (pr_shootgun.Random2() << 19),
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pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE);
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P_LineAttack (self, self->Angles.Yaw + pr_shootgun.Random2() * (11.25 / 256),
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MISSILERANGE, pitch,
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3*(pr_shootgun() % 5 + 1), NAME_Hitscan, NAME_StrifePuff);
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return 0;
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