ULTIMA: ULTIMA6: Fix projectile animation destination coordinates

This commit is contained in:
PushmePullyu 2023-12-12 02:24:22 +01:00 committed by Matthew Duggan
parent 0c5f74b1b4
commit de64a96598

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@ -1597,9 +1597,9 @@ function combat_range_weapon_1D5F9(attacker, target_x, target_y, target_z, weapo
-- Projectile animation
-- TODO: Animation currently does its own collision checking. This should only be done once.
if weapon_obj_n == 0x32 then --triple crossbow
projectile_anim_multi(projectile_weapon_tbl[weapon_obj_n][1], attacker.x, attacker.y, targets, projectile_weapon_tbl[weapon_obj_n][3], 0, projectile_weapon_tbl[weapon_obj_n][2])
projectile_anim_multi(projectile_weapon_tbl[weapon_obj_n][1], attacker.x, attacker.y, coll_tiles, projectile_weapon_tbl[weapon_obj_n][3], 0, projectile_weapon_tbl[weapon_obj_n][2])
else
projectile(projectile_weapon_tbl[weapon_obj_n][1], attacker.x, attacker.y, target_x, target_y, projectile_weapon_tbl[weapon_obj_n][3], projectile_weapon_tbl[weapon_obj_n][4])
projectile(projectile_weapon_tbl[weapon_obj_n][1], attacker.x, attacker.y, coll_tiles[1].x, coll_tiles[1].y, projectile_weapon_tbl[weapon_obj_n][3], projectile_weapon_tbl[weapon_obj_n][4])
end
if weapon_obj_n == 0x5b then