diff options
-rw-r--r-- | src/cgame/cg_weapons.c | 6 | ||||
-rw-r--r-- | src/game/bg_public.h | 1 | ||||
-rw-r--r-- | src/game/g_local.h | 1 | ||||
-rw-r--r-- | src/game/g_weapon.c | 6 |
4 files changed, 7 insertions, 7 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 87534f23..d16d2f5f 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -180,7 +180,7 @@ void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum ) le->srcENum = srcENum; le->destENum = destENum; le->vOffset = 28; - le->maxRange = BG_FindRangeForBuildable( BA_H_TESLAGEN ) * M_SQRT2; + le->maxRange = BG_FindRangeForBuildable( BA_H_TESLAGEN ) * M_ROOT3; VectorCopy( start, re->origin ); VectorCopy( end, re->oldorigin ); @@ -208,9 +208,9 @@ void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum ) le->srcENum = srcENum; le->destENum = destENum; - le->vOffset = -4; + le->vOffset = 6.0f; - le->maxRange = CHIMERA_AREAZAP_RANGE; + le->maxRange = CHIMERA_AREAZAP_RANGE * M_ROOT3; VectorCopy( start, re->origin ); VectorCopy( end, re->oldorigin ); diff --git a/src/game/bg_public.h b/src/game/bg_public.h index f00ad321..6a279cf5 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -1258,6 +1258,7 @@ void ProjectPointOntoVector( vec3_t point, vec3_t vStart, float VectorDistance( vec3_t v1, vec3_t v2 ); // done. +#define M_ROOT3 1.732050808f float VectorMinComponent( vec3_t v ); float VectorMaxComponent( vec3_t v ); float round( float v ); diff --git a/src/game/g_local.h b/src/game/g_local.h index fdffbbb6..db6e64d6 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -579,7 +579,6 @@ void G_Physics( gentity_t *ent, int msec ); // g_buildable.c // -#define M_ROOT3 1.732050808f #define MAX_ALIEN_BBOX 25 typedef enum diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 4b6f45d6..1aa7504c 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -921,8 +921,8 @@ void areaZapFire( gentity_t *ent ) trace_t tr; int damage; - VectorAdd( muzzle, range, maxs ); - VectorSubtract( muzzle, range, mins ); + VectorAdd( ent->client->ps.origin, range, maxs ); + VectorSubtract( ent->client->ps.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) @@ -960,7 +960,7 @@ void areaZapFire( gentity_t *ent ) // send railgun beam effect tent = G_TempEntity( enemy->s.pos.trBase, EV_ALIENZAP ); - VectorCopy( muzzle, tent->s.origin2 ); + VectorCopy( ent->client->ps.origin, tent->s.origin2 ); tent->s.generic1 = ent->s.number; //src tent->s.clientNum = enemy->s.number; //dest |