Set random class for the new splash features

This commit is contained in:
Sally Coolatta 2022-09-25 20:01:46 -04:00
parent 21d32511a5
commit b440724bc5

View file

@ -633,20 +633,20 @@ static void K_SpawnSplashParticles(mobj_t *mo, t_splash_t *s, fixed_t impact)
if (s->spread > 0) if (s->spread > 0)
{ {
xOff = P_RandomRange(-s->spread / FRACUNIT, s->spread / FRACUNIT) * FRACUNIT; xOff = P_RandomRange(PR_TERRAIN, -s->spread / FRACUNIT, s->spread / FRACUNIT) * FRACUNIT;
yOff = P_RandomRange(-s->spread / FRACUNIT, s->spread / FRACUNIT) * FRACUNIT; yOff = P_RandomRange(PR_TERRAIN, -s->spread / FRACUNIT, s->spread / FRACUNIT) * FRACUNIT;
} }
if (s->cone > 0) if (s->cone > 0)
{ {
pushAngle += P_RandomRange(-s->cone / ANG1, s->cone / ANG1) * ANG1; pushAngle += P_RandomRange(PR_TERRAIN, -s->cone / ANG1, s->cone / ANG1) * ANG1;
} }
dust = P_SpawnMobjFromMobj( dust = P_SpawnMobjFromMobj(
mo, mo,
xOff + (12 * FINECOSINE(pushAngle >> ANGLETOFINESHIFT)), xOff + (12 * FINECOSINE(pushAngle >> ANGLETOFINESHIFT)),
yOff + (12 * FINESINE(pushAngle >> ANGLETOFINESHIFT)), yOff + (12 * FINESINE(pushAngle >> ANGLETOFINESHIFT)),
0, //P_RandomRange(0, s->spread / FRACUNIT) * FRACUNIT, 0, //P_RandomRange(PR_TERRAIN, 0, s->spread / FRACUNIT) * FRACUNIT,
s->mobjType s->mobjType
); );