diff --git a/reaction/game/g_weapon.c b/reaction/game/g_weapon.c index bee51062..b9152eb5 100644 --- a/reaction/game/g_weapon.c +++ b/reaction/game/g_weapon.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.81 2002/09/08 03:31:36 niceass +// accuracy improved +// // Revision 1.80 2002/09/02 02:23:45 niceass // removed spherical head detection and may have helped the ssg accuracy bug // @@ -1758,11 +1761,12 @@ set muzzle location relative to pivoting eye */ void CalcMuzzlePoint(gentity_t * ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint) { - VectorCopy(ent->s.pos.trBase, muzzlePoint); +// VectorCopy(ent->s.pos.trBase, muzzlePoint); + VectorCopy(ent->client->ps.origin, muzzlePoint); muzzlePoint[2] += ent->client->ps.viewheight; VectorMA(muzzlePoint, 14, forward, muzzlePoint); // snap to integer coordinates for more efficient network bandwidth usage - SnapVector(muzzlePoint); + // SnapVector(muzzlePoint); } /* @@ -1774,11 +1778,12 @@ set muzzle location relative to pivoting eye */ void CalcMuzzlePointOrigin(gentity_t * ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint) { - VectorCopy(ent->s.pos.trBase, muzzlePoint); +// VectorCopy(ent->s.pos.trBase, muzzlePoint); + VectorCopy(ent->client->ps.origin, muzzlePoint); muzzlePoint[2] += ent->client->ps.viewheight; VectorMA(muzzlePoint, 14, forward, muzzlePoint); // snap to integer coordinates for more efficient network bandwidth usage - SnapVector(muzzlePoint); + // SnapVector(muzzlePoint); } /* @@ -1797,7 +1802,8 @@ void FireWeapon(gentity_t * ent) // set aiming directions AngleVectors(ent->client->ps.viewangles, forward, right, up); - CalcMuzzlePointOrigin(ent, ent->client->oldOrigin, forward, right, up, muzzle); +// CalcMuzzlePointOrigin(ent, ent->client->oldOrigin, forward, right, up, muzzle); + CalcMuzzlePointOrigin(ent, ent->client->ps.origin, forward, right, up, muzzle); // fire the specific weapon switch (ent->s.weapon) {