- floatified FLineOpening.

- some smaller fixes.
This commit is contained in:
Christoph Oelckers 2016-03-25 18:19:54 +01:00
commit fb8e03d5eb
22 changed files with 182 additions and 151 deletions

View file

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