diff --git a/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp b/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp index 1f948e1..65d219d 100644 --- a/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp +++ b/Projects/Android/jni/OpenJK/code/game/wp_saber.cpp @@ -6526,6 +6526,24 @@ void WP_RunSaber( gentity_t *self, gentity_t *saber ) VectorCopy( self->client->renderInfo.handRPoint, saberHome ); VectorMA( saberHome, self->client->ps.saberEntityDist, forward, saberDest ); + /* + * This is JKO's saber level 3 enemy seek code, just seems to work better, especially in VR + * so have re-instated this + */ + if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING ) + {//max level + //pick an enemy + enemy = WP_SaberFindEnemy( self, saber ); + if ( enemy ) + {//home in on enemy + float enemyDist = Distance( self->client->renderInfo.handRPoint, enemy->currentOrigin ); + VectorCopy( enemy->currentOrigin, saberDest ); + saberDest[2] += enemy->maxs[2]/2.0f;//FIXME: when in a knockdown anim, the saber float above them... do we care? + self->client->ps.saberEntityDist = enemyDist; + } + } + + /* if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING ) {//max level @@ -6549,6 +6567,7 @@ void WP_RunSaber( gentity_t *self, gentity_t *saber ) } } } + */ //Make the saber head there