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-rw-r--r--src/game/bg_public.h4
-rw-r--r--src/game/g_missile.c4
2 files changed, 4 insertions, 4 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 26fbd152..08ab9cea 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -319,7 +319,9 @@ typedef enum {
} holdable_t;
//TA: needed client side to size sprites
-#define FIREBALL_LIFETIME 800.0f
+#define FIREBALL_LIFETIME 1000.0f
+#define FIREBALL_SPEED 200.0f
+#define FIREBALL_GAP 10 //basically as fast as possible yet regular
typedef enum
{
diff --git a/src/game/g_missile.c b/src/game/g_missile.c
index aa4116c8..7ce12c13 100644
--- a/src/game/g_missile.c
+++ b/src/game/g_missile.c
@@ -254,8 +254,6 @@ gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir )
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_FLAMER;
bolt->r.ownerNum = self->s.number;
- //random rotation for the flame sprite
- bolt->s.generic1 = rand( ) % 360;
bolt->parent = self;
bolt->damage = 5;
bolt->splashDamage = 5;
@@ -269,7 +267,7 @@ gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir )
bolt->s.pos.trTime = level.time - ( MISSILE_PRESTEP_TIME / 2 ); // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
//VectorMA( self->client->ps.velocity, 300, dir, bolt->s.pos.trDelta );
- VectorScale( dir, 300, bolt->s.pos.trDelta );
+ VectorScale( dir, FIREBALL_SPEED, bolt->s.pos.trDelta );
/*SnapVector( bolt->s.pos.trDelta ); // save net bandwidth*/
VectorCopy (start, bolt->r.currentOrigin);