void weapon_proxlauncher_fire(Gentity *ent) { Gentity *m; /* extra vertical velocity */ forward[2] += 0.2f; normv3(forward); m = fire_prox(ent, muzzle, forward); m->damage *= s_quadFactor; m->splashDamage *= s_quadFactor; }
void weapon_proxlauncher_fire (gentity_t *ent) { gentity_t *m; // extra vertical velocity forward[2] += 0.2f; VectorNormalize( forward ); m = fire_prox (ent, muzzle, forward); m->damage *= s_quadFactor; m->splashDamage *= s_quadFactor; // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics }