From f20f8b6292b55d707c13978b5a201623491059e6 Mon Sep 17 00:00:00 2001 From: terencehill Date: Thu, 25 Jul 2019 10:39:43 +0200 Subject: [PATCH] Fix too spammy vortex whoosh sound (it was ignored where the beam really ends) --- qcsrc/server/weapons/tracing.qc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index dfa138972..c2d1de11e 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -216,7 +216,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector entity pseudoprojectile = NULL; vector dir = normalize(end - start); - float length = vlen(end - start); + //float max_length = vlen(end - start); vector force = dir * bforce; // go a little bit into the wall because we need to hit this wall later @@ -277,6 +277,7 @@ void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector //explosion = spawn(); // Find all non-hit players the beam passed close by + float length = vlen(trace_endpos - start); if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO { FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, { -- 2.39.2