tref = EFFECT_TR_BLOOD.m_id;
if(this.csqcmodel_modelflags & MF_ROTATE)
{
+ // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
+ // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
+ // However MR_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
this.renderflags |= RF_USEAXIS;
makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
}
// WEAPONTODO: trace to find what we actually hit
vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
- //vectorvectors(this.sw_shotdir);
- //vector right = v_right; // save this for when we do makevectors later
- //vector up = v_up; // save this for when we do makevectors later
VECTOR_VECTORS_NEW(this.sw_shotdir, _forward, right, up);
// WEAPONTODO: combine and simplify these calculations
v_forward = VEC_NAN;
v_right = VEC_NAN;
v_up = VEC_NAN;
+ // FIXME check this is actually NaN
}
#endif