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@ -382,7 +382,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius ) |
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edict_t *player = m_pPlayer->edict(); |
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edict_t *player = m_pPlayer->edict(); |
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// uncomment this for profiling
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// uncomment this for profiling
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int tracecount = 0; |
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// int tracecount = 0;
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for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) |
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for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) |
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{ |
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{ |
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@ -410,7 +410,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius ) |
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flDot = DotProduct(vecLOS, aim); |
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flDot = DotProduct(vecLOS, aim); |
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if (flDot <= flMaxDot) |
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if (flDot <= flMaxDot) |
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continue; |
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continue; |
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tracecount++; |
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//tracecount++;
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TraceResult tr; |
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TraceResult tr; |
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UTIL_TraceLine(gunpos, origin, missile, player, &tr); |
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UTIL_TraceLine(gunpos, origin, missile, player, &tr); |
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if( ( tr.vecEndPos - gunpos ).Length() + 30 < (origin - gunpos).Length()) |
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if( ( tr.vecEndPos - gunpos ).Length() + 30 < (origin - gunpos).Length()) |
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@ -419,7 +419,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius ) |
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flMaxDot = flDot; |
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flMaxDot = flDot; |
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} |
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} |
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ALERT( at_console, "tracecount: %d\n", tracecount ); |
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//ALERT( at_console, "tracecount: %d\n", tracecount );
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return CBaseEntity::Instance(pClosest); |
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return CBaseEntity::Instance(pClosest); |
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@ -741,7 +741,7 @@ void CGrav::EndAttack(void) |
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{ |
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{ |
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bool bMakeNoise = false; |
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bool bMakeNoise = false; |
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// if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; }
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// if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; }
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ALERT( at_console, "EndAttack()\n"); |
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//ALERT( at_console, "EndAttack()\n");
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if (m_fireState != FIRE_OFF) //Checking the button just in case!.
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if (m_fireState != FIRE_OFF) //Checking the button just in case!.
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bMakeNoise = true; |
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bMakeNoise = true; |
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m_flNextGravgunAttack = gpGlobals->time + 0.1; |
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m_flNextGravgunAttack = gpGlobals->time + 0.1; |
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