[Remove] Don't bother taking into account sprite size when creating

weapons. (It wasn't working anyway..)
This commit is contained in:
Allanis 2014-05-20 23:40:34 +01:00
parent 24379feab3
commit e52456d312

View File

@ -722,7 +722,7 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
*/
static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
const Vec2* vel, unsigned int parent, const unsigned int target) {
Vec2 v, vp;
Vec2 v;
double mass, rdir;
Pilot* pilot_target;
double x, y, t, dist;
@ -780,15 +780,11 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
/* Set the position to include sprite size. */
vect_cset(&vp, pos->x + cos(rdir)*w->outfit->u.blt.gfx_space->sx/2.,
pos->y + sin(rdir)*w->outfit->u.blt.gfx_space->sy/2.);
mass = 1; /* Lasers are presumed to have unitory mass. */
vectcpy(&v, vel);
vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
w->timer = outfit->u.blt.range/outfit->u.blt.speed;
w->solid = solid_create(mass, rdir, &vp, &v);
w->solid = solid_create(mass, rdir, pos, &v);
w->voice = sound_playPos(w->outfit->u.blt.sound,
w->solid->pos.x + w->solid->vel.x,
w->solid->pos.y + w->solid->vel.y);