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Fixed aiming of bowcaster and demp alt fire
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parent
895b09041f
commit
1b22652e5c
2 changed files with 26 additions and 8 deletions
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@ -151,15 +151,24 @@ static void WP_BowcasterMainFire( gentity_t *ent )
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static void WP_BowcasterAltFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t start;
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vec3_t start, forward, angs;
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int damage = weaponData[WP_BOWCASTER].altDamage;
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VectorCopy( muzzle, start );
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(start, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy( muzzle, start );
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VectorCopy( forwardVec, forward );
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}
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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WP_MissileTargetHint(ent, start, forwardVec);
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WP_MissileTargetHint(ent, start, forward);
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gentity_t *missile = CreateMissile( start, forwardVec, BOWCASTER_VELOCITY, 10000, ent, qtrue );
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gentity_t *missile = CreateMissile( start, forward, BOWCASTER_VELOCITY, 10000, ent, qtrue );
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missile->classname = "bowcaster_alt_proj";
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missile->s.weapon = WP_BOWCASTER;
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@ -210,10 +210,19 @@ static void WP_DEMP2_AltFire( gentity_t *ent )
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{
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int damage = weaponData[WP_REPEATER].altDamage;
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int count;
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vec3_t start;
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vec3_t start, angs, forward;
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trace_t tr;
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VectorCopy( muzzle, start );
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(start, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy( muzzle, start );
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VectorCopy(forwardVec, forward);
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}
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT;
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@ -230,8 +239,8 @@ static void WP_DEMP2_AltFire( gentity_t *ent )
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damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge
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// the shot can travel a whopping 4096 units in 1 second. Note that the shot will auto-detonate at 4096 units...we'll see if this looks cool or not
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WP_MissileTargetHint(ent, start, forwardVec);
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gentity_t *missile = CreateMissile( start, forwardVec, DEMP2_ALT_RANGE, 1000, ent, qtrue );
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WP_MissileTargetHint(ent, start, forward);
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gentity_t *missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, 1000, ent, qtrue );
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// letting it know what the charge size is.
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missile->count = count;
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