v = explosion_calcpush(explosion_f * speedfactor, m, target_v, 1, 0);
// the factor we then get is:
// 1
- printf("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f\n",
+ LOG_INFOF("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f\n",
m,
target_v, target_v + v,
target_v * target_v, m * explosion_f * speedfactor * explosion_f * speedfactor, target_v * target_v + m * explosion_f * speedfactor * explosion_f * speedfactor,
return normalize(cliptoplane(p, v));
}
+int W_GetGunAlignment(entity player)
+{
+#ifdef SVQC
+ int gunalign = player.cvar_cl_gunalign;
+#else
+ int gunalign = autocvar_cl_gunalign;
+#endif
+ if(gunalign < 1 || gunalign > 4)
+ gunalign = 3; // default value
+ --gunalign;
+
+ return gunalign;
+}
+
vector W_CalculateSpread(vector forward, float spread, float spreadfactor, float spreadstyle)
{
float sigma;