diff options
author | Tim Angus <tim@ngus.net> | 2001-06-23 20:44:54 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-06-23 20:44:54 +0000 |
commit | be48c257834436e7adc2b20540da105a13b68688 (patch) | |
tree | c086cbb12c0d768b788819a876ddbf2dc247f606 /src/game/g_weapon.c | |
parent | 1b4dc4940ed0c844a3bb30cff551c9465be859c6 (diff) |
Various tweaks and additions. Additive lights hacked in (pre-source 1.29 release)
Diffstat (limited to 'src/game/g_weapon.c')
-rw-r--r-- | src/game/g_weapon.c | 36 |
1 files changed, 5 insertions, 31 deletions
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index fb2a85ee..ad637897 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -33,9 +33,6 @@ static float s_quadFactor; static vec3_t forward, right, up; static vec3_t muzzle; -//TA: for horizontal changes in muzzle point -static int hmuzzle = 10; - #define NUM_NAILSHOTS 10 /* @@ -82,7 +79,7 @@ qboolean CheckGauntletAttack( gentity_t *ent ) { // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); - CalcMuzzlePoint ( ent, forward, right, up, muzzle ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA (muzzle, 32, forward, end); @@ -621,7 +618,7 @@ void Weapon_Venom_Fire( gentity_t *ent ) { // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); - CalcMuzzlePoint ( ent, forward, right, up, muzzle ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA (muzzle, 32, forward, end); @@ -693,33 +690,10 @@ CalcMuzzlePoint set muzzle location relative to pivoting eye =============== */ -void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) { - VectorCopy( ent->s.pos.trBase, muzzlePoint ); - muzzlePoint[2] += ent->client->ps.viewheight; - VectorMA( muzzlePoint, 8, forward, muzzlePoint ); - - //TA: move the muzzle a bit with BFG - if( ent->s.weapon == WP_BFG ) - { - VectorMA( muzzlePoint, hmuzzle, right, muzzlePoint ); - hmuzzle = -hmuzzle; - } - - // snap to integer coordinates for more efficient network bandwidth usage - SnapVector( muzzlePoint ); -} - -/* -=============== -CalcMuzzlePointOrigin - -set muzzle location relative to pivoting eye -=============== -*/ -void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) { +void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) { VectorCopy( ent->s.pos.trBase, muzzlePoint ); muzzlePoint[2] += ent->client->ps.viewheight; - VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + VectorMA( muzzlePoint, 1, forward, muzzlePoint ); // snap to integer coordinates for more efficient network bandwidth usage SnapVector( muzzlePoint ); } @@ -745,7 +719,7 @@ void FireWeapon( gentity_t *ent ) { // set aiming directions AngleVectors (ent->client->ps.viewangles, forward, right, up); - CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle ); + CalcMuzzlePoint( ent, forward, right, up, muzzle ); // fire the specific weapon switch( ent->s.weapon ) { |