Thanks for pointing this out! Not sure how this happened but it sounds wrong. I'll be sure to take a look.Kzer-Za wrote:Another thing I wanted to ask about is BD_BaronOfHell. It has separate Missile and Melee states and these states have a different period between the last moment when he calls A_FaceTarget and the attack.
TBH this is a holdover from an earlier time when I thought this was an easier way to produce identical angle/spread values for projectiles. Technically, it's sort of easier to spawn multiple projectiles this way, but nowadays I'd rather make a custom function that fires actual projectiles than reuse A_CustomBulletAttack.Kzer-Za wrote:So I noticed that for former humans firing bullets in the modern variant, you use not A_SpawnProjectile (with aim error added by angle and pitch parameters) but rather A_CustomBulletAttack (with aim error added by spread, and firing projectiles at puffs). What is the reason that you decided that A_CustomBulletAttack was better?
Since Beautiful Doom has existed for years, there are many places where old code is used, and it could be improved but I just haven't gotten around doing that. In that sense my new mod, Painslayer, is much more consistently coded (although it's arguably a smaller-scale mod).