diff options
author | Tim Angus <tim@ngus.net> | 2002-08-28 04:05:50 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2002-08-28 04:05:50 +0000 |
commit | 924e657d2269d345268d0aca4a27c76e61a04617 (patch) | |
tree | 44dd3a31a26d217433fef6a5f6c22ca8528e6100 /src/cgame/cg_players.c | |
parent | 6e80011a5dc04f9d9113265c733dfc6075f5326b (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.c | 15 |
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) |