trace_dphitq3surfaceflags = endq3surfaceflags;
}
-float fireBallisticBullet_trace_callback_eff;
-void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
+float fireBullet_trace_callback_eff;
+void fireBullet_trace_callback(vector start, vector hit, vector end)
{
if(vlen(hit - start) > 16)
- trailparticles(world, fireBallisticBullet_trace_callback_eff, start, hit);
+ trailparticles(world, fireBullet_trace_callback_eff, start, hit);
WarpZone_trace_forent = world;
}
float total_damage = 0;
if(tracereffects & EF_RED)
- fireBallisticBullet_trace_callback_eff = particleeffectnum("tr_rifle");
+ fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
else if(tracereffects & EF_BLUE)
- fireBallisticBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
+ fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
else
- fireBallisticBullet_trace_callback_eff = particleeffectnum("tr_bullet");
+ fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
float lag = ANTILAG_LATENCY(self);
if(lag < 0.001)
for (;;)
{
// TODO also show effect while tracing
- WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, self, world, fireBallisticBullet_trace_callback);
+ WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, self, world, fireBullet_trace_callback);
dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
start = trace_endpos;
// Only show effect when going through a player (invisible otherwise)
if (hit && (hit.solid != SOLID_BSP))
if(vlen(trace_endpos - start) > 4)
- trailparticles(self, fireBallisticBullet_trace_callback_eff, start, trace_endpos);
+ trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
start = trace_endpos;
antilag_restore(pl);
}
-// DEPRECATED kill this adaptor once we can
-void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
-{
- fireBullet(start, dir, spread, (0.5 * pSpeed * pSpeed * bulletconstant) / autocvar_g_ballistics_materialconstant, damage, force, dtype, tracereffects);
-}
-void endFireBallisticBullet()
-{
-}
-
float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
{
float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);