return;
}
- this.cnt = vlen(this.velocity);
- this.wait = this.cnt * sys_frametime;
- this.pos1 = normalize(this.velocity);
+ float myspeed = vlen(this.velocity);
+ float myspeed_accel = myspeed * sys_frametime;
+ vector mydir = normalize(this.velocity);
- tracebox(this.origin, this.mins, this.maxs, this.origin + this.pos1 * (2 * this.wait), MOVE_NORMAL, this);
+ tracebox(this.origin, this.mins, this.maxs, this.origin + mydir * (2 * myspeed_accel), MOVE_NORMAL, this);
if(IS_PLAYER(trace_ent))
Damage (trace_ent, this, this.realowner, WEP_CVAR(rpc, damage2), this.projectiledeathtype, this.origin, normalize(this.origin - trace_ent.origin) * WEP_CVAR(rpc, force));
- this.velocity = this.pos1 * (this.cnt + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
+ this.velocity = mydir * (myspeed + (WEP_CVAR(rpc, speedaccel) * sys_frametime));
UpdateCSQCProjectile(this);
this.nextthink = time;
SUB_SetFade (flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
- missile.pos1 = missile.velocity;
MUTATOR_CALLHOOK(EditProjectile, actor, missile);
}