If aTargetObj is destroyed during a burst, before all shots are fired, aFireAngle snaps back to 0 (assuming standard playership). This is strange since aFireAngle does not even update to auto-aim at a target while it is alive. Once aFireAngle is set for followup shots, it should always remain at that angle until that salvo is finished, even if target is destroyed during mid-burst.
For example, an omnidirectional lancer with a high repeating value (about 100) that shoots at a target behind the attacker suddenly shoots forward once the target has been destroyed.
Repeating omnidirectional weapons do not maintain aFireAngle
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.