]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Use the actual shot tag when possible
authorMario <mario@smbclan.net>
Sat, 3 Mar 2018 06:33:45 +0000 (16:33 +1000)
committerMario <mario@smbclan.net>
Sat, 3 Mar 2018 06:33:45 +0000 (16:33 +1000)
qcsrc/common/weapons/weapon/arc.qc

index e4c82748e9faf536a5f9e308e70748453a741fb8..1f804a67a878ac31ef6cabf5d3d89268460e3a53 100644 (file)
@@ -896,6 +896,7 @@ void Draw_ArcBeam(entity this)
                vector forward = v_forward;
                vector right = v_right;
                vector up = v_up;
+               entity wepent = viewmodels[this.beam_slot];
 
                // decide upon start position
                if(this.beam_usevieworigin == 2)
@@ -903,6 +904,11 @@ void Draw_ArcBeam(entity this)
                else
                        { start_pos = this.origin; }
 
+               int v_shot_idx;  // used later
+               (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
+               if(v_shot_idx)
+                       start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
+
                // trace forward with an estimation
                WarpZone_TraceLine(
                        start_pos,
@@ -918,13 +924,17 @@ void Draw_ArcBeam(entity this)
                if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
                        end_pos = start_pos + (forward * g_trueaim_minrange);
 
-               entity wepent = viewmodels[this.beam_slot];
-               this.beam_shotorigin = wepent.movedir;
-
                // move shot origin to the actual gun muzzle origin
-               vector origin_offset =
-                         right * -this.beam_shotorigin.y
-                       + up * this.beam_shotorigin.z;
+               vector origin_offset = '0 0 0';
+               if(!v_shot_idx)
+               {
+                       this.beam_shotorigin = wepent.movedir;
+                       origin_offset =
+                                right * -this.beam_shotorigin.y
+                               + up * this.beam_shotorigin.z;
+               }
+               else
+                       this.beam_shotorigin = '0 0 0';
 
                start_pos = start_pos + origin_offset;