diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index fc491419..efed2883 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.92 2002/08/25 03:34:11 niceass +// puff added to silencer +// // Revision 1.91 2002/07/22 06:30:12 niceass // cleaned up the powerup code // @@ -1623,21 +1626,21 @@ void CG_AddPlayerWeapon(refEntity_t * parent, playerState_t * ps, centity_t * ce CG_AddWeaponWithPowerups(&silencer, cent->currentState.powerups); - /* - NiceAss: Add a puff of smoke at the end of the silencer when fired. Not alligned properly and looks bad. - if (cent->muzzleFlashTime == -1) { - localEntity_t *smoke; - vec3_t up; + // NiceAss: Add a puff of smoke at the end of the silencer when fired. Not alligned properly and looks bad. + if (cent->muzzleFlashTime == -1) { + localEntity_t *smoke; + vec3_t up; - silencerEnd[2] += 5.0f; + // Move the puff over to center on silencer end. + VectorMA(silencerEnd, 5, cg.refdef.viewaxis[1], silencerEnd); + VectorMA(silencerEnd, 5, cg.refdef.viewaxis[2], silencerEnd); - VectorSet(up, 0.0f, 0.0f, 15.0f); - smoke = CG_SmokePuff( silencerEnd, up, 0.75f, 1, 1, 1, 0.75f, 300, cg.time, 0, 0, cgs.media.shotgunSmokePuffShader ); - smoke->leType = LE_SCALE_FADE; + VectorSet(up, 0.0f, 0.0f, 15.0f); + smoke = CG_SmokePuff( silencerEnd, up, 0.5f, 1, 1, 1, 0.75f, 400, cg.time, 0, 0, cgs.media.shotgunSmokePuffShader ); + smoke->leType = LE_SCALE_FADE; - cent->muzzleFlashTime = 0; - } - */ + cent->muzzleFlashTime = 0; + } } if (ps && bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_LASER &&