From 0607a2f5caef80067a531c3978ed32487f60c228 Mon Sep 17 00:00:00 2001 From: div0 Date: Wed, 24 Dec 2008 19:33:38 +0000 Subject: [PATCH] camping rifle: DO use trueaim. Better for head shots. MUCH better. git-svn-id: svn://svn.icculus.org/nexuiz/trunk@5301 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- data/qcsrc/server/w_campingrifle.qc | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/data/qcsrc/server/w_campingrifle.qc b/data/qcsrc/server/w_campingrifle.qc index eb5ab4c46..3ce63999c 100644 --- a/data/qcsrc/server/w_campingrifle.qc +++ b/data/qcsrc/server/w_campingrifle.qc @@ -28,7 +28,9 @@ void W_CampingRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdde W_SetupShot (self, '25 8 -8', FALSE, 2, "weapons/campingrifle_fire.wav"); pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1); - fireBallisticBullet(w_shotorg, v_forward /* no TrueAim, so shooting through solid is easier */, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, EF_RED, 1, pBulletConstant); + fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, EF_RED, 1, pBulletConstant); + // TODO decide whether to not use TrueAim (w_shotdir or v_forward)? this really is hard. Maybe shoot + // from eye when zoomed, use TrueAim when not? So difficult... if (cvar("g_casings") >= 2) SpawnCasing (w_shotorg + v_forward * 10, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3); -- 2.39.2