- reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles.

This commit is contained in:
Christoph Oelckers 2016-03-17 11:38:56 +01:00
commit f332a098cd
34 changed files with 356 additions and 377 deletions

View file

@ -24,15 +24,15 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
{
PARAM_ACTION_PROLOGUE;
int pitch;
DAngle pitch;
if (self->target == NULL)
return 0;
S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM);
A_FaceTarget (self);
pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE);
P_LineAttack (self, self->_f_angle() + (pr_shootgun.Random2() << 19),
pitch = P_AimLineAttack (self, self->Angles.Yaw, MISSILERANGE);
P_LineAttack (self, self->Angles.Yaw + pr_shootgun.Random2() * (11.25 / 256),
MISSILERANGE, pitch,
3*(pr_shootgun() % 5 + 1), NAME_Hitscan, NAME_StrifePuff);
return 0;