Beispiel #1
0
void bounceBallFire( gentity_t *ent )
{
  gentity_t *m;

  m = fire_bounceBall( ent, muzzle, forward );

//  VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );  // "real" physics
}
Beispiel #2
0
void bounceBallFire( gentity_t *ent )
{
  gentity_t *m;

  m = fire_bounceBall( ent, muzzle, forward );

  VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta );  // "real" physics by adding ur inertia - gets annoying
}
Beispiel #3
0
void bounceBallFire( gentity_t *ent )
{
	fire_bounceBall( ent, muzzle, forward );
}
Beispiel #4
0
void bounceBallFire( gentity_t *ent )
{
  G_CombatStats_Fire( ent, CSW_LEVEL3_ALT, LEVEL3_BOUNCEBALL_DMG );
  fire_bounceBall( ent, muzzle, forward );
}