- floatified FLineOpening.
- some smaller fixes.
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22 changed files with 182 additions and 151 deletions
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@ -3297,7 +3297,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
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// with no relation to the size of the self shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An self with _f_radius() 20 and height 64 creates ~40 chunks.
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// An self with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, int(self->radius * self->Height)/32);
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i = (pr_burst.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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@ -3713,7 +3713,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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if (!(flags & CLOFF_FROMBASE))
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{ // default to hitscan origin
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// Synced with hitscan: self->_f_height() is strangely NON-conscientious about getting the right actor for player
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// Synced with hitscan: self->Height is strangely NON-conscientious about getting the right actor for player
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pos.Z += self->Height *0.5;
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if (self->player != NULL)
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{
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