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@ -1048,7 +1048,6 @@ void EV_FireGauss( event_args_t *args ) |
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if( !beam_tr.allsolid ) |
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if( !beam_tr.allsolid ) |
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{ |
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{ |
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vec3_t delta; |
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vec3_t delta; |
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float n; |
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// trace backwards to find exit point
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// trace backwards to find exit point
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gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); |
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gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); |
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@ -1057,9 +1056,9 @@ void EV_FireGauss( event_args_t *args ) |
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n = Length( delta ); |
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n = Length( delta ); |
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if(n < flDamage) |
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if( n < flDamage ) |
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{ |
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{ |
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if(n == 0) |
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if( n == 0 ) |
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n = 1; |
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n = 1; |
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flDamage -= n; |
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flDamage -= n; |
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@ -1443,7 +1442,7 @@ void EV_EgonFire( event_args_t *args ) |
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if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
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if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
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{ |
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{ |
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vec3_t vecSrc, vecEnd, origin, angles, forward, right, up; |
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vec3_t vecSrc, vecEnd, angles, forward, right, up; |
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pmtrace_t tr; |
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pmtrace_t tr; |
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cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); |
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cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); |
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