Fix for Revenant Rockets
and possibly the Soul Cube and BFG too.
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06af8b2696
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057408009a
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@ -1546,7 +1546,7 @@ void idGuidedProjectile::Think( void ) {
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idGuidedProjectile::Launch
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=================
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*/
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void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
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void idGuidedProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower, const float motionThrowSpeed ) {
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idProjectile::Launch( start, dir, pushVelocity, timeSinceFire, launchPower, dmgPower );
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if ( owner.GetEntity() ) {
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if ( owner.GetEntity()->IsType( idAI::Type ) ) {
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@ -1772,7 +1772,7 @@ void idSoulCubeMissile::ReturnToOwner() {
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idSoulCubeMissile::Launch
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=================
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*/
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void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, float dmgPower ) {
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void idSoulCubeMissile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float launchPower, const float dmgPower, const float motionThrowSpeed ) {
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idVec3 newStart;
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idVec3 offs;
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idEntity *ownerEnt;
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@ -2009,7 +2009,7 @@ void idBFGProjectile::Think( void ) {
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idBFGProjectile::Launch
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=================
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*/
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void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower ) {
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void idBFGProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire, const float power, const float dmgPower, const float motionThrowSpeed ) {
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idProjectile::Launch( start, dir, pushVelocity, 0.0f, power, dmgPower );
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// dmgPower * radius is the target acquisition area
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@ -164,7 +164,7 @@ public :
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void Spawn( void );
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virtual void Think( void );
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virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f );
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virtual void Launch( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f, const float motionThrowSpeed = 0.0f );
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void SetEnemy( idEntity* ent );
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void Event_SetEnemy( idEntity* ent );
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@ -195,7 +195,7 @@ public:
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void Spawn( void );
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virtual void Think( void );
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virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float power = 1.0f, const float dmgPower = 1.0f );
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virtual void Launch( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f, const float motionThrowSpeed = 0.0f );
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protected:
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virtual void GetSeekPos( idVec3 &out );
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@ -234,7 +234,7 @@ public :
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void Spawn( void );
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virtual void Think( void );
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virtual void Launch( const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f );
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virtual void Launch( const idVec3& start, const idVec3& dir, const idVec3& pushVelocity, const float timeSinceFire = 0.0f, const float launchPower = 1.0f, const float dmgPower = 1.0f, const float motionThrowSpeed = 0.0f );
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virtual void Explode( const trace_t &collision, idEntity *ignore );
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private:
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