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-rw-r--r--src/cgame/cg_weapons.c18
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 );