dont before calling.
**/
-void vh_crosshair_trace(entity player)
-{
- float lag;
- entity pl;
-
- lag = ANTILAG_LATENCY(self);
- if(lag < 0.001)
- lag = 0;
- if(clienttype(self) != CLIENTTYPE_REAL)
- lag = 0;
- if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
- lag = 0; // only do hitscan, but no antilag
-
- if(lag)
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- {
- antilag_takeback(pl, time - lag);
- if(pl.vehicle)
- antilag_takeback(pl.vehicle, time - lag);
-
- }
-
- crosshair_trace(player);
-
- if(lag)
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- {
- antilag_restore(pl);
- if(pl.vehicle)
- antilag_restore(pl.vehicle);
- }
-}
.entity lock_target;
.float lock_strength;
.float lock_time;
if(trace_ent.deadflag != DEAD_NO)
trace_ent = world;
- if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET || trace_ent.classname == "player")
+ if not (trace_ent.vehicle_flags & VHF_ISVEHICLE || trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
trace_ent = world;
}