Fix "lagging" rockets, but also break fireball slowmo again
authorMario <zacjardine@y7mail.com>
Mon, 15 Dec 2014 03:22:25 +0000 (14:22 +1100)
committerMario <zacjardine@y7mail.com>
Mon, 15 Dec 2014 03:22:25 +0000 (14:22 +1100)
qcsrc/client/weapons/projectile.qc

index 54c51b3..fc76940 100644 (file)
@@ -45,7 +45,6 @@ void Projectile_DrawTrail(vector to)
        }
 }
 
-.float proj_time;
 void Projectile_Draw()
 {
        vector rot;
@@ -54,9 +53,6 @@ void Projectile_Draw()
        float drawn;
        float t;
        float a;
-       float dt = time - self.proj_time;
-
-       self.proj_time = time;
 
        f = self.move_flags;
 
@@ -143,7 +139,6 @@ void Projectile_Draw()
        if(Nade_IDFromProjectile(self.cnt) != 0)
                trailorigin += v_up * 4;
 
-       if(dt > 0)
        if(drawn)
                Projectile_DrawTrail(trailorigin);
        else
@@ -204,7 +199,6 @@ void Ent_Projectile()
        self.count = (f & 0x80);
        self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
        self.solid = SOLID_TRIGGER;
-       self.proj_time = time;
        //self.effects = EF_NOMODELFLAGS;
 
        // this should make collisions with bmodels more exact, but it leads to