r5301 - trunk/data/qcsrc/server
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Wed Dec 24 14:33:38 EST 2008
Author: div0
Date: 2008-12-24 14:33:38 -0500 (Wed, 24 Dec 2008)
New Revision: 5301
Modified:
trunk/data/qcsrc/server/w_campingrifle.qc
Log:
camping rifle: DO use trueaim. Better for head shots. MUCH better.
Modified: trunk/data/qcsrc/server/w_campingrifle.qc
===================================================================
--- trunk/data/qcsrc/server/w_campingrifle.qc 2008-12-24 19:05:18 UTC (rev 5300)
+++ trunk/data/qcsrc/server/w_campingrifle.qc 2008-12-24 19:33:38 UTC (rev 5301)
@@ -28,7 +28,9 @@
W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/campingrifle_fire.wav");
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
- fireBallisticBullet(w_shotorg, v_forward /* no TrueAim, so shooting through solid is easier */, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, EF_RED, 1, pBulletConstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, EF_RED, 1, pBulletConstant);
+ // TODO decide whether to not use TrueAim (w_shotdir or v_forward)? this really is hard. Maybe shoot
+ // from eye when zoomed, use TrueAim when not? So difficult...
if (cvar("g_casings") >= 2)
SpawnCasing (w_shotorg + v_forward * 10, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3);
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