fix recoil pitch timing for missile emitting weapons

Fixes #556
This commit is contained in:
Fabian Greffrath 2022-05-19 09:59:24 +02:00
parent e3d9f90e49
commit 9c82f64b3f

View File

@ -607,8 +607,6 @@ static void A_FireSomething(player_t* player,int adder)
if (weapon_recoil && (demo_version >= 203 || !compatibility))
P_Thrust(player, ANG180 + player->mo->angle,
2048*recoil_values[player->readyweapon].thrust); // phares
A_Recoil(player);
}
//
@ -879,6 +877,7 @@ void A_FirePistol(player_t *player, pspdef_t *psp)
P_SubtractAmmo(player, 1);
A_FireSomething(player,0); // phares
A_Recoil(player);
P_BulletSlope(player->mo);
P_GunShot(player->mo, !player->refire);
}
@ -897,6 +896,7 @@ void A_FireShotgun(player_t *player, pspdef_t *psp)
P_SubtractAmmo(player, 1);
A_FireSomething(player,0); // phares
A_Recoil(player);
P_BulletSlope(player->mo);
@ -917,6 +917,7 @@ void A_FireShotgun2(player_t *player, pspdef_t *psp)
P_SubtractAmmo(player, 2);
A_FireSomething(player,0); // phares
A_Recoil(player);
P_BulletSlope(player->mo);
@ -957,6 +958,7 @@ void A_FireCGun(player_t *player, pspdef_t *psp)
P_SubtractAmmo(player, 1);
A_FireSomething(player,psp->state - &states[S_CHAIN1]); // phares
A_Recoil(player);
P_BulletSlope(player->mo);