}
}
-.float proj_time;
void Projectile_Draw()
{
vector rot;
float drawn;
float t;
float a;
- float dt = time - self.proj_time;
-
- self.proj_time = time;
f = self.move_flags;
if(Nade_IDFromProjectile(self.cnt) != 0)
trailorigin += v_up * 4;
- if(dt > 0)
if(drawn)
Projectile_DrawTrail(trailorigin);
else
self.count = (f & 0x80);
self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
self.solid = SOLID_TRIGGER;
- self.proj_time = time;
//self.effects = EF_NOMODELFLAGS;
// this should make collisions with bmodels more exact, but it leads to