diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index e715e544..e8c6aedf 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -99,7 +99,7 @@ void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum ) refEntity_t *re; //add a bunch of bolt segments - le = CG_AllocLocalEntity(); + le = CG_AllocLocalEntity( ); re = &le->refEntity; le->leType = LE_LIGHTNING_BOLT; @@ -141,8 +141,7 @@ void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum ) le->destENum = destENum; le->vOffset = -4; - //FIXME: share with server - le->maxRange = 200; + le->maxRange = CHIMERA_AREAZAP_RANGE; VectorCopy( start, re->origin ); VectorCopy( end, re->oldorigin ); @@ -563,7 +562,7 @@ static void CG_LightningBolt( centity_t *cent, vec3_t origin ) VectorMA( muzzlePoint, 14, forward, muzzlePoint ); // project forward by the lightning range - VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint ); + VectorMA( muzzlePoint, TESLAGEN_RANGE, forward, endPoint ); // see if it hit a wall CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, @@ -673,6 +672,7 @@ static void CG_PoisonCloud( centity_t *cent, int firstPoisonTime ) cent->poisonTime = cg.time + POISONCLOUD_GAP; } +#define FIREBALL_GAP 15 //basically as fast as possible yet regular /* =============== @@ -697,7 +697,7 @@ static void CG_FlameTrail( centity_t *cent ) { AngleVectors( cg.refdefViewAngles, forward, right, up ); VectorCopy( cg.refdef.vieworg, muzzlePoint ); - VectorScale( cg.predictedPlayerState.velocity, FIREBALL_LAG, pVelocity ); + VectorScale( cg.predictedPlayerState.velocity, FLAMER_LAG, pVelocity ); } else { @@ -706,10 +706,10 @@ static void CG_FlameTrail( centity_t *cent ) //FIXME: this is gonna look weird when crouching muzzlePoint[ 2 ] += DEFAULT_VIEWHEIGHT; - VectorScale( cent->currentState.pos.trDelta, FIREBALL_LAG, pVelocity ); + VectorScale( cent->currentState.pos.trDelta, FLAMER_LAG, pVelocity ); } - VectorMA( pVelocity, FIREBALL_SPEED, forward, velocity ); + VectorMA( pVelocity, FLAMER_SPEED, forward, velocity ); //FIXME: tweak these numbers when (if?) the flamer model is done VectorMA( muzzlePoint, 24.0f, forward, muzzlePoint ); @@ -718,7 +718,7 @@ static void CG_FlameTrail( centity_t *cent ) CG_LaunchSprite( muzzlePoint, velocity, vec3_origin, 0.0f, 0.1f, 4.0f, 40.0f, 255.0f, 255.0f, - rand( ) % 360, cg.time, cg.time, FIREBALL_LIFETIME, + rand( ) % 360, cg.time, cg.time, FLAMER_LIFETIME, cgs.media.flameShader[ 0 ], qfalse, qfalse ); //set next ball time @@ -1012,7 +1012,7 @@ void CG_AddViewWeapon( playerState_t *ps ) if( ps->weapon == WP_LUCIFER_CANON && ps->stats[ STAT_MISC ] > 0 ) { - float fraction = (float)ps->stats[ STAT_MISC ] / (float)LC_TOTAL_CHARGE; + float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANON_TOTAL_CHARGE; VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin ); VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin ); |