Don't perform trueaim tracing on the client side when drawing muzzle flashes, accurat...
authorMario <mario.mario@y7mail.com>
Mon, 27 Jul 2020 07:59:59 +0000 (17:59 +1000)
committerMario <mario.mario@y7mail.com>
Mon, 27 Jul 2020 07:59:59 +0000 (17:59 +1000)
qcsrc/common/weapons/all.qc

index 9feb5ff..6e5539d 100644 (file)
@@ -803,10 +803,8 @@ NET_HANDLE(w_muzzleflash, bool isNew)
 
        vector md = wepent.movedir_aligned;
        vector vecs = ((md.x > 0) ? md : '0 0 0');
-       vector dv = right * -vecs.y + up * vecs.z;
+       vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
        vector org = rlplayer.origin + rlplayer.view_ofs + dv;
-       tracebox(org, '0 0 0', '0 0 0', org + forward * (vecs.x + 1), MOVE_NORMAL, rlplayer);
-       org = trace_endpos - forward * 1;
 
        pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);