diff --git a/src/gs-entbase/shared/prop_vehicle_driveable.qc b/src/gs-entbase/shared/prop_vehicle_driveable.qc index 85798faa..68b87a17 100644 --- a/src/gs-entbase/shared/prop_vehicle_driveable.qc +++ b/src/gs-entbase/shared/prop_vehicle_driveable.qc @@ -412,7 +412,7 @@ prop_vehicle_driveable_wheel::Accel(float flMoveTime, float m_flTurn) if (trace_ent.takedamage) { NSSurfacePropEntity foo = (NSSurfacePropEntity)trace_ent; Damage_Apply(foo, vehParent.m_eDriver, iImpactDamage, 0, DMG_VEHICLE); - print(sprintf("Delivering %i impact damage\n", iImpactDamage)); + //print(sprintf("Delivering %i impact damage\n", iImpactDamage)); } #endif } @@ -762,8 +762,6 @@ prop_vehicle_driveable::ReceiveEntity(float flSendFlags, float flNew) velocity = [0,0,0]; RunVehiclePhysics(); customphysics = Physics; - - print(sprintf("%v\n", origin)); } PredictPreFrame(); @@ -795,7 +793,6 @@ prop_vehicle_driveable::EvaluateEntity(void) if (ATTR_CHANGED(flags)) SetSendFlags(VEHFL_FLAGS); - SAVE_STATE(origin); SAVE_STATE(angles); SAVE_STATE(modelindex); diff --git a/src/server/traceattack.qc b/src/server/traceattack.qc index 16e145ee..fc485519 100644 --- a/src/server/traceattack.qc +++ b/src/server/traceattack.qc @@ -172,20 +172,26 @@ NSTraceAttack::Fire(void) vecDir += random(-1,1) * m_vecSpread[0] * v_right; vecDir += random(-1,1) * m_vecSpread[1] * v_up; #else - player pl = (player) m_eOwner; + /* FOR NOW Monsters will not be able to do spread like players if patterns are enabled */ + if (!(flags & FL_CLIENT)) { + vecDir += random(-1,1) * m_vecSpread[0] * v_right; + vecDir += random(-1,1) * m_vecSpread[1] * v_up; + } else { + player pl = (player) m_eOwner; - /* weapons have already applied their multiplier... so attempt this */ - int multiplier = pl.cs_shotmultiplier - m_iShots; - float frand = (multiplier / 6); + /* weapons have already applied their multiplier... so attempt this */ + int multiplier = pl.cs_shotmultiplier - m_iShots; + float frand = (multiplier / 6); - /* shoddy attempt at spray patterns */ - if (frand < 1) - frand = frand; - else if (frand <= 2) - frand = 2 - (frand * 1.5); + /* shoddy attempt at spray patterns */ + if (frand < 1) + frand = frand; + else if (frand <= 2) + frand = 2 - (frand * 1.5); - vecDir += frand * m_vecSpread[0] * v_right; - vecDir += (m_vecSpread[1] * v_up) * 2; + vecDir += frand * m_vecSpread[0] * v_right; + vecDir += (m_vecSpread[1] * v_up) * 2; + } #endif _FireSingle(m_vecOrigin, vecDir, m_flDamage, m_flRange); m_iShots--;