void hiveFire( gentity_t *ent ) { gentity_t *m; m = fire_hive( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics }
void hiveFire( gentity_t *ent ) { vec3_t origin; // Fire from the hive tip, not the center VectorMA( muzzle, ent->r.maxs[ 2 ], ent->s.origin2, origin ); fire_hive( ent, origin, forward ); }