void UpdateBeams ( void ) { vec3_t forward, vecSrc, vecEnd, origin, angles, right, up; vec3_t view_ofs; pmtrace_t tr; cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer(); int idx = pthisplayer->index; // Get our exact viewangles from engine gEngfuncs.GetViewAngles( (float *)angles ); // Determine our last predicted origin HUD_GetLastOrg( (float *)&origin ); AngleVectors( angles, forward, right, up ); VectorCopy( origin, vecSrc ); VectorMA( vecSrc, 2048, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); }
void UpdateBeams ( void ) { vec3_t forward, vecSrc, vecEnd, origin, angles, right, up; vec3_t view_ofs; pmtrace_t tr; cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer(); int idx = pthisplayer->index; // Get our exact viewangles from engine gEngfuncs.GetViewAngles( (float *)angles ); // Determine our last predicted origin HUD_GetLastOrg( (float *)&origin ); AngleVectors( angles, forward, right, up ); VectorCopy( origin, vecSrc ); VectorMA( vecSrc, 2048, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); /*|SP| if ( pBeam ) { pBeam->target = tr.endpos; pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. } if ( pBeam2 ) { pBeam2->target = tr.endpos; pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. } */ }