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-rw-r--r--src/cgame/cg_weapons.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 55c0ff73..21527d52 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -989,6 +989,7 @@ static void CG_FlameTrail( centity_t *cent, vec3_t origin )
vec3_t forward, right, up;
vec3_t muzzlePoint;
vec3_t velocity;
+ vec3_t pVelocity;
if( cent->currentState.weapon != WP_FLAMER )
return;
@@ -1001,7 +1002,7 @@ static void CG_FlameTrail( centity_t *cent, vec3_t origin )
{
AngleVectors( cg.refdefViewAngles, forward, right, up );
VectorCopy( cg.refdef.vieworg, muzzlePoint );
- VectorMA( cg.predictedPlayerState.velocity, FIREBALL_SPEED, forward, velocity );
+ VectorScale( cg.predictedPlayerState.velocity, FIREBALL_LAG, pVelocity );
}
else
{
@@ -1010,8 +1011,10 @@ static void CG_FlameTrail( centity_t *cent, vec3_t origin )
//FIXME: this is gonna look weird when crouching
muzzlePoint[ 2 ] += DEFAULT_VIEWHEIGHT;
- VectorMA( cent->currentState.pos.trDelta, FIREBALL_SPEED, forward, velocity );
+ VectorScale( cent->currentState.pos.trDelta, FIREBALL_LAG, pVelocity );
}
+
+ VectorMA( pVelocity, FIREBALL_SPEED, forward, velocity );
//FIXME: tweak these numbers when (if?) the flamer model is done
VectorMA( muzzlePoint, 24.0f, forward, muzzlePoint );