Fix incorrect scale of player arrows in non-splitscreen

whoops
This commit is contained in:
TehRealSalt 2018-10-31 04:55:00 -04:00
parent 66a7adfc34
commit 6da700629f

View file

@ -6829,10 +6829,10 @@ void P_MobjThinker(mobj_t *mobj)
if (!splitscreen)
{
scale += FixedMul(FixedDiv(abs(P_AproxDistance(players[displayplayer].mo->x-mobj->target->x,
scale = mobj->target->scale + FixedMul(FixedDiv(abs(P_AproxDistance(players[displayplayer].mo->x-mobj->target->x,
players[displayplayer].mo->y-mobj->target->y)), RING_DIST), mobj->target->scale);
if (scale > 16*FRACUNIT)
scale = 16*FRACUNIT;
if (scale > 16*mobj->target->scale)
scale = 16*mobj->target->scale;
}
mobj->destscale = scale;
@ -7025,10 +7025,10 @@ void P_MobjThinker(mobj_t *mobj)
if (!splitscreen)
{
scale += FixedMul(FixedDiv(abs(P_AproxDistance(players[displayplayer].mo->x-mobj->target->x,
scale = mobj->target->scale + FixedMul(FixedDiv(abs(P_AproxDistance(players[displayplayer].mo->x-mobj->target->x,
players[displayplayer].mo->y-mobj->target->y)), RING_DIST), mobj->target->scale);
if (scale > 16*FRACUNIT)
scale = 16*FRACUNIT;
if (scale > 16*mobj->target->scale)
scale = 16*mobj->target->scale;
}
mobj->destscale = scale;
}