diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_weapons.c | 7 |
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 ); |