WriteShort(MSG_ONE, compressShortVector(vel)); // actually compressed velocity
WriteByte(MSG_ONE, ang.x * 256 / 360);
WriteByte(MSG_ONE, ang.y * 256 / 360);
- WriteByte(MSG_ONE, ang.z * 256 / 360);
+ // weapons only have pitch and yaw, so no need to send ang.z
});
}
#endif
casing.velocity = decompressShortVector(ReadShort());
casing.angles_x = ReadByte() * 360 / 256;
casing.angles_y = ReadByte() * 360 / 256;
- casing.angles_z = ReadByte() * 360 / 256;
return = true;