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Always use critical struct for freeaim and jump (#1088)
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Co-authored-by: Vlad Melnichuk <vladislav.melnichuk@gmail.com>
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SoDOOManiac and Vlad-Melnichuk authored Aug 24, 2023
1 parent 5e544b5 commit eb16c63
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion src/doom/p_map.c
Original file line number Diff line number Diff line change
Expand Up @@ -1330,7 +1330,7 @@ P_LineLaser
if ((crispy->crosshair & ~CROSSHAIR_INTERCEPT) == CROSSHAIR_PROJECTED)
{
// [crispy] don't aim at Spectres
if (linetarget && !(linetarget->flags & MF_SHADOW) && (crispy->freeaim != FREEAIM_DIRECT))
if (linetarget && !(linetarget->flags & MF_SHADOW) && (critical->freeaim != FREEAIM_DIRECT))
P_LineAttack(t1, angle, distance, aimslope, INT_MIN);
else
// [crispy] double the auto aim distance
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2 changes: 1 addition & 1 deletion src/doom/p_user.c
Original file line number Diff line number Diff line change
Expand Up @@ -380,7 +380,7 @@ void P_PlayerThink (player_t* player)
!player->jumpTics)
{
// [crispy] Hexen sets 9; Strife adds 8
player->mo->momz = (7 + crispy->jump) * FRACUNIT;
player->mo->momz = (7 + critical->jump) * FRACUNIT;
player->jumpTics = 18;
// [NS] Jump sound.
S_StartSoundOptional(player->mo, sfx_pljump, -1);
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