void Weapon_GrapplingHook_Fire (gentity_t *ent) { if (!ent->client->fireHeld && !ent->client->hook) fire_grapple (ent, muzzle, forward); ent->client->fireHeld = qtrue; }
/* =============== Offhand_Grapple_Fire =============== */ void Offhand_Grapple_Fire(gentity_t *ent) { AngleVectors(ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint(ent, forward, right, up, muzzle); if (!ent->client->fireHeld && !ent->client->hook) fire_grapple(ent, muzzle, forward); ent->client->hookhasbeenfired = qtrue; ent->client->fireHeld = qtrue; }
void Weapon_GrapplingHook_Fire (gentity_t *ent) { /* LQ3A: Take the direction from the viewangles. */ AngleVectors(ent->client->ps.viewangles, forward, right, up); CalcMuzzlePoint(ent, forward, right, up, muzzle); if (!ent->client->fireHeld && !ent->client->hook) fire_grapple (ent, muzzle, forward); ent->client->fireHeld = qtrue; }
void Weapon_GrapplingHook_Fire (gentity_t *ent) { //freeze AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); //freeze if (!ent->client->fireHeld && !ent->client->hook) fire_grapple (ent, muzzle, forward); ent->client->fireHeld = qtrue; }