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https://github.com/ReactionQuake3/reaction.git
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accuracy improved
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parent
5f70890928
commit
29f40cab9c
1 changed files with 11 additions and 5 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.81 2002/09/08 03:31:36 niceass
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// accuracy improved
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//
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// Revision 1.80 2002/09/02 02:23:45 niceass
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// Revision 1.80 2002/09/02 02:23:45 niceass
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// removed spherical head detection and may have helped the ssg accuracy bug
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// removed spherical head detection and may have helped the ssg accuracy bug
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//
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//
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@ -1758,11 +1761,12 @@ set muzzle location relative to pivoting eye
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*/
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*/
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void CalcMuzzlePoint(gentity_t * ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint)
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void CalcMuzzlePoint(gentity_t * ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint)
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{
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{
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VectorCopy(ent->s.pos.trBase, muzzlePoint);
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// VectorCopy(ent->s.pos.trBase, muzzlePoint);
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VectorCopy(ent->client->ps.origin, muzzlePoint);
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muzzlePoint[2] += ent->client->ps.viewheight;
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muzzlePoint[2] += ent->client->ps.viewheight;
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VectorMA(muzzlePoint, 14, forward, muzzlePoint);
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VectorMA(muzzlePoint, 14, forward, muzzlePoint);
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// snap to integer coordinates for more efficient network bandwidth usage
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// snap to integer coordinates for more efficient network bandwidth usage
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SnapVector(muzzlePoint);
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// SnapVector(muzzlePoint);
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}
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}
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/*
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/*
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@ -1774,11 +1778,12 @@ set muzzle location relative to pivoting eye
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*/
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*/
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void CalcMuzzlePointOrigin(gentity_t * ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint)
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void CalcMuzzlePointOrigin(gentity_t * ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint)
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{
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{
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VectorCopy(ent->s.pos.trBase, muzzlePoint);
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// VectorCopy(ent->s.pos.trBase, muzzlePoint);
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VectorCopy(ent->client->ps.origin, muzzlePoint);
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muzzlePoint[2] += ent->client->ps.viewheight;
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muzzlePoint[2] += ent->client->ps.viewheight;
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VectorMA(muzzlePoint, 14, forward, muzzlePoint);
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VectorMA(muzzlePoint, 14, forward, muzzlePoint);
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// snap to integer coordinates for more efficient network bandwidth usage
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// snap to integer coordinates for more efficient network bandwidth usage
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SnapVector(muzzlePoint);
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// SnapVector(muzzlePoint);
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}
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}
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/*
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/*
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@ -1797,7 +1802,8 @@ void FireWeapon(gentity_t * ent)
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// set aiming directions
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// set aiming directions
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AngleVectors(ent->client->ps.viewangles, forward, right, up);
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AngleVectors(ent->client->ps.viewangles, forward, right, up);
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CalcMuzzlePointOrigin(ent, ent->client->oldOrigin, forward, right, up, muzzle);
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// CalcMuzzlePointOrigin(ent, ent->client->oldOrigin, forward, right, up, muzzle);
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CalcMuzzlePointOrigin(ent, ent->client->ps.origin, forward, right, up, muzzle);
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// fire the specific weapon
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// fire the specific weapon
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switch (ent->s.weapon) {
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switch (ent->s.weapon) {
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