|
|
@ -1034,7 +1034,7 @@ Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot |
|
|
|
Vector vecScale; |
|
|
|
Vector vecScale; |
|
|
|
Vector vecGrenadeVel; |
|
|
|
Vector vecGrenadeVel; |
|
|
|
Vector vecTemp; |
|
|
|
Vector vecTemp; |
|
|
|
float flGravity = g_psv_gravity->value; |
|
|
|
float flGravity = Q_max( g_psv_gravity->value, 0.1f ); |
|
|
|
|
|
|
|
|
|
|
|
// calculate the midpoint and apex of the 'triangle'
|
|
|
|
// calculate the midpoint and apex of the 'triangle'
|
|
|
|
vecMidPoint = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5f; |
|
|
|
vecMidPoint = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5f; |
|
|
@ -1050,6 +1050,9 @@ Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot |
|
|
|
|
|
|
|
|
|
|
|
// Don't worry about actually hitting the target, this won't hurt us!
|
|
|
|
// Don't worry about actually hitting the target, this won't hurt us!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// TODO: Need another way to calculate height because current calculation is completely wrong
|
|
|
|
|
|
|
|
// and there posible crash.
|
|
|
|
|
|
|
|
|
|
|
|
// How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)?
|
|
|
|
// How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)?
|
|
|
|
float height = vecApex.z - vecSpot1.z - 15.0f; |
|
|
|
float height = vecApex.z - vecSpot1.z - 15.0f; |
|
|
|
// How fast does the grenade need to travel to reach that height given gravity?
|
|
|
|
// How fast does the grenade need to travel to reach that height given gravity?
|
|
|
|