Skip to content

Commit

Permalink
fiddle with panel turret missile origin
Browse files Browse the repository at this point in the history
  • Loading branch information
TwelveEyes committed Jun 22, 2024
1 parent dbc321e commit 8479382
Show file tree
Hide file tree
Showing 2 changed files with 5 additions and 5 deletions.
4 changes: 2 additions & 2 deletions code/cgame/cg_draw.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3043,12 +3043,12 @@ static void CG_ScanForCrosshairEntity( qboolean scanAll )
{//100% accurate
vec3_t d_f, d_rt, d_up;
// If you're riding a vehicle and not being drawn.
if ( ( pVeh = G_IsRidingVehicle( cg_entities[0].gent ) ) != NULL && cg_entities[0].currentState.eFlags & EF_NODRAW )
/* if ( ( pVeh = G_IsRidingVehicle( cg_entities[0].gent ) ) != NULL && cg_entities[0].currentState.eFlags & EF_NODRAW )
{
VectorCopy( cg_entities[pVeh->m_pParentEntity->s.number].lerpOrigin, start );
AngleVectors( cg_entities[pVeh->m_pParentEntity->s.number].lerpAngles, d_f, d_rt, d_up );
}
else if ( cg.snap->ps.weapon == WP_NONE || cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON )
else */ if ( cg.snap->ps.weapon == WP_NONE || cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON )
{
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in camera ent view
Expand Down
6 changes: 3 additions & 3 deletions code/game/g_turret.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2307,7 +2307,7 @@ void panel_turret_shoot( gentity_t *self, vec3_t org, vec3_t dir)
missile->classname = "b_proj";
missile->s.weapon = WP_TIE_FIGHTER;

VectorSet( missile->maxs, 9, 9, 9 );
VectorSet( missile->maxs, 7, 7, 7 );
VectorScale( missile->maxs, -1, missile->mins );

missile->bounceCount = 0;
Expand All @@ -2320,7 +2320,7 @@ void panel_turret_shoot( gentity_t *self, vec3_t org, vec3_t dir)
G_SoundOnEnt( self, CHAN_AUTO, "sound/movers/objects/ladygun_fire" );

VectorMA( org, 32, dir, org );
org[2] -= 4;
org[2] -= 5;
G_PlayEffect( "ships/imp_blastermuzzleflash", org, dir );
}

Expand Down Expand Up @@ -2520,7 +2520,7 @@ void SP_misc_panel_turret( gentity_t *self )
self->s.weapon = WP_TURRET;

RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
RegisterItem( FindItemForWeapon( WP_TIE_FIGHTER )); //also register TIE blaster shot
RegisterItem( FindItemForWeapon( WP_TIE_FIGHTER )); //also register TIE blaster shot (why did Raven change the projectile from WP_EMPLACED_GUN to WP_TIE_FIGHTER?)
gi.linkentity( self );

self->e_UseFunc = useF_panel_turret_use;
Expand Down

0 comments on commit 8479382

Please sign in to comment.