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Fireball/Elemental: Use missile start position instead of current caster position to check block for explosions

pull/4615/head
obligaron 4 years ago committed by Anders Jenbo
parent
commit
702fd7ba32
  1. 7
      Source/missiles.cpp

7
Source/missiles.cpp

@ -2933,7 +2933,6 @@ void MI_Fireball(Missile &missile)
missile._mirange--;
int id = missile._misource;
Point p = (missile._micaster == TARGET_MONSTERS) ? Players[id].position.tile : Monsters[id].position.tile;
if (missile._miAnimType == MFILE_BIGEXP) {
if (missile._mirange == 0) {
@ -2956,7 +2955,7 @@ void MI_Fireball(Missile &missile)
constexpr Displacement Pattern[] = { { 0, 0 }, { 0, 1 }, { 0, -1 }, { 1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 0 }, { -1, 1 }, { -1, -1 } };
for (auto shift : Pattern) {
if (!CheckBlock(p, m + shift))
if (!CheckBlock(missile.position.start, m + shift))
CheckMissileCol(missile, minDam, maxDam, false, m + shift, true);
}
@ -3917,12 +3916,12 @@ void MI_Element(Missile &missile)
int id = missile._misource;
if (missile._miAnimType == MFILE_BIGEXP) {
Point c = missile.position.tile;
Point p = Players[id].position.tile;
ChangeLight(missile._mlid, missile.position.tile, missile._miAnimFrame);
Point startPoint = missile.var3 == 2 ? Point { missile.var4, missile.var5 } : missile.position.start;
constexpr Displacement Offsets[] = { { 0, 0 }, { 0, 1 }, { 0, -1 }, { 1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 0 }, { -1, 1 }, { -1, -1 } };
for (Displacement offset : Offsets) {
if (!CheckBlock(p, c + offset))
if (!CheckBlock(startPoint, c + offset))
CheckMissileCol(missile, dam, dam, true, c + offset, true);
}

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