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fixed sg pellet visuals backwards compatibility
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1 changed files with 2 additions and 2 deletions
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@ -939,9 +939,9 @@ void EV_SonicGun(struct event_args_s* args)
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// }
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// }
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//EV_HLDM_FireBullets( idx, forward, right, up, kSGBulletsPerShot, vecSrc, vecAiming, kSGRange, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], VECTOR_CONE_20DEGREES.x, VECTOR_CONE_20DEGREES.y);
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//EV_HLDM_FireBullets( idx, forward, right, up, kSGBulletsPerShot, vecSrc, vecAiming, kSGRange, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], VECTOR_CONE_20DEGREES.x, VECTOR_CONE_20DEGREES.y);
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bool oldpellets = (gHUD.GetServerVariableFloat(kvVersion) < 323.0f || gHUD.GetServerVariableFloat(kvNewsgspread) == 0.0f);
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bool newpellets = (gHUD.GetServerVariableFloat(kvVersion) > 322.0f || gHUD.GetServerVariableFloat(kvNewsgspread) != 0.0f);
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if (oldpellets)
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if (!newpellets)
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{
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{
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EV_HLDM_FireBulletsPlayer(idx, forward, right, up, 10, vecSrc, vecAiming, kSGRange, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], kSGSpread, args->iparam1);
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EV_HLDM_FireBulletsPlayer(idx, forward, right, up, 10, vecSrc, vecAiming, kSGRange, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], kSGSpread, args->iparam1);
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}
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}
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