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authorTim Angus <tim@ngus.net>2002-08-28 04:05:50 +0000
committerTim Angus <tim@ngus.net>2002-08-28 04:05:50 +0000
commit924e657d2269d345268d0aca4a27c76e61a04617 (patch)
tree44dd3a31a26d217433fef6a5f6c22ca8528e6100 /src/cgame/cg_players.c
parent6e80011a5dc04f9d9113265c733dfc6075f5326b (diff)
* Poison cloud WP_GRAB_CLAW_UPG server and client side
* Bug fixes to new wall walking code * Removed synced weapons * A few random bug fixes * Refactored and improved CG_LaunchSprite a little
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r--src/cgame/cg_players.c15
1 files changed, 6 insertions, 9 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 7f9dc88d..ee0ce936 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -1384,8 +1384,6 @@ static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
vec3_t right = { 0.0f, 1.0f, 0.0f };
vec3_t pvel;
int addTime;
- float fspread = tan( DEG2RAD( ( random( ) * JET_SPREAD ) - ( JET_SPREAD / 2 ) ) );
- float rspread = tan( DEG2RAD( ( random( ) * JET_SPREAD ) - ( JET_SPREAD / 2 ) ) );
held = cent->currentState.modelindex;
active = cent->currentState.modelindex2;
@@ -1432,13 +1430,10 @@ static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
VectorScale( cent->currentState.pos.trDelta, 0.75f, pvel );
VectorAdd( vel, pvel, vel );
-
- VectorMA( vel, fspread, forward, vel );
- VectorMA( vel, rspread, right, vel );
- CG_LaunchSprite( origin, vel, acc,
+ CG_LaunchSprite( origin, vel, acc, JET_SPREAD,
0.5f, 4.0f, 20.0f, 128.0f, 0.0f,
- rand( ) % 360, cg.time, JET_LIFETIME,
+ rand( ) % 360, cg.time, cg.time, JET_LIFETIME,
cgs.media.smokePuffShader, qfalse, qfalse );
//set next ball time
@@ -1895,7 +1890,8 @@ void CG_Player( centity_t *cent )
AnglesToAxis( cent->lerpAngles, tempAxis );
//rotate lerpAngles to floor
- if( BG_rotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
+ if( es->eFlags & EF_WALLCLIMB &&
+ BG_rotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
AxisToAngles( tempAxis2, angles );
else
VectorCopy( cent->lerpAngles, angles );
@@ -1908,7 +1904,8 @@ void CG_Player( centity_t *cent )
CG_PlayerAngles( cent, angles, legs.axis, torso.axis, head.axis );
//rotate the legs axis to back to the wall
- if( BG_rotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
+ if( es->eFlags & EF_WALLCLIMB &&
+ BG_rotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
AxisCopy( tempAxis, legs.axis );
// get the animation state (after rotation, to allow feet shuffle)