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Fix to allow force pull to activate water gargoyles in Yavin Temple
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parent
d9384db1bc
commit
5df6bfbe27
1 changed files with 7 additions and 18 deletions
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@ -5734,24 +5734,26 @@ void ForceThrow( gentity_t *self, qboolean pull )
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{
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{
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vec3_t color = { 0, 255, 0 };
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vec3_t color = { 0, 255, 0 };
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AngleVectors( fwdangles, forward, right, NULL );
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AngleVectors( fwdangles, forward, right, NULL );
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VectorCopy( origin, center );
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//Quick hint as to where we fired
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VectorMA( origin, radius, forward, end );
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VectorMA( origin, radius, forward, end );
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FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f,
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FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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color, color, 0.0f,
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color, color, 0.0f,
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500, cgi_R_RegisterShader( "gfx/misc/nav_line" ),
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500, cgi_R_RegisterShader( "gfx/misc/nav_line" ),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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}
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}
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}
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}
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else
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else
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{
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{
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VectorCopy( self->client->ps.viewangles, fwdangles );
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VectorCopy( self->client->ps.viewangles, fwdangles );
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VectorCopy( self->client->renderInfo.eyePoint, origin );
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VectorCopy( self->client->renderInfo.eyePoint, origin );
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AngleVectors( fwdangles, forward, right, NULL );
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VectorCopy( self->currentOrigin, center );
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}
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}
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//fwdangles[1] = self->client->ps.viewangles[1];
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//fwdangles[1] = self->client->ps.viewangles[1];
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AngleVectors( fwdangles, forward, right, NULL );
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VectorCopy( self->currentOrigin, center );
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for ( i = 0 ; i < 3 ; i++ )
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for ( i = 0 ; i < 3 ; i++ )
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{
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{
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@ -6267,17 +6269,6 @@ void ForceThrow( gentity_t *self, qboolean pull )
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trace_t tr;
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trace_t tr;
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vec3_t pushDir;
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vec3_t pushDir;
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float damage = 800;
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float damage = 800;
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if (self->client->ps.clientNum == 0)
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{
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vec3_t origin, angles;
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BG_CalculateVROffHandPosition(origin, angles);
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AngleVectors(angles, forward, right, NULL);
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}
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else
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{
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AngleVectors(self->client->ps.viewangles, forward, right, NULL);
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}
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VectorNormalize( forward );
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VectorNormalize( forward );
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VectorMA( origin, radius, forward, end );
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VectorMA( origin, radius, forward, end );
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gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 );
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gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 );
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@ -6329,8 +6320,6 @@ void ForceThrow( gentity_t *self, qboolean pull )
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else if ( !Q_stricmp( "func_door", push_list[x]->classname ) && (push_list[x]->spawnflags&2/*MOVER_FORCE_ACTIVATE*/) )
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else if ( !Q_stricmp( "func_door", push_list[x]->classname ) && (push_list[x]->spawnflags&2/*MOVER_FORCE_ACTIVATE*/) )
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{//push/pull the door
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{//push/pull the door
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vec3_t pos1, pos2;
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vec3_t pos1, pos2;
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AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
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VectorNormalize( forward );
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VectorNormalize( forward );
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VectorMA( origin, radius, forward, end );
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VectorMA( origin, radius, forward, end );
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gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 );
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gi.trace( &tr, origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 );
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@ -7359,7 +7348,7 @@ void ForceShootLightning( gentity_t *self )
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return;
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return;
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}
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}
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if (self->client->ps.clientNum == 0)
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if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
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{
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{
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vec3_t origin, angles;
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vec3_t origin, angles;
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BG_CalculateVROffHandPosition(origin, angles);
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BG_CalculateVROffHandPosition(origin, angles);
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@ -8205,7 +8194,7 @@ static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd
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NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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//get their org
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//get their org
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if (self->client->ps.clientNum == 0)
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if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
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{
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{
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vec3_t origin;
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vec3_t origin;
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BG_CalculateVROffHandPosition(origin, angles);
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BG_CalculateVROffHandPosition(origin, angles);
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