WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- NEW_VECS(forward, right, up);
+ vector forward, right, up;
forward = v_forward;
right = v_right;
up = v_up;
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
//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, {
- if(!it.railgunhit)
- if(!(IS_SPEC(it) && it.enemy == this))
+ if (!it.railgunhit && !(IS_SPEC(it) && it.enemy == this))
{
- msg_entity = it;
// nearest point on the beam
- vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+ vector beampos = start + dir * bound(0, (it.origin - start) * dir, length);
- float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ float f = bound(0, 1 - vlen(beampos - it.origin) / 512, 1);
if(f <= 0)
continue;
if(!pseudoprojectile)
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ msg_entity = it;
soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
}
});