return;
fixedmakevectors(self.angles);
- movelib_groundalign4point(300, 100, 0.25);
+ movelib_groundalign4point(300, 100, 0.25, 45);
setorigin(self, self.origin + self.velocity * dt);
self.tur_head.angles += dt * self.tur_head.move_avelocity;
self.angles_y = self.move_angles_y;
{
if(argv(1) != "")
{
- float tokens;
+ //float tokens;
string s;
if(argc == 2) // undefined cvar: use the default value on the server then
**/
#endif
-void movelib_groundalign4point(float spring_length, float spring_up, float blendrate)
+void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max)
{
vector a, b, c, d, e, r, push_angle, ahead, side;
r = self.origin;
r_z = r_z;
- push_angle_x = (a_z - c_z) * 90;
- push_angle_x += (b_z - d_z) * 90;
+ push_angle_x = (a_z - c_z) * _max;
+ push_angle_x += (b_z - d_z) * _max;
- push_angle_z = (b_z - a_z) * 90;
- push_angle_z += (d_z - c_z) * 90;
+ push_angle_z = (b_z - a_z) * _max;
+ push_angle_z += (d_z - c_z) * _max;
//self.angles_x += push_angle_x * 0.95;
//self.angles_z += push_angle_z * 0.95;
//fixedmakevectors(spider.angles);
makevectors(spider.angles + '-2 0 0' * spider.angles_x);
- movelib_groundalign4point(autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend);
+ movelib_groundalign4point(autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend, autocvar_g_vehicle_spiderbot_tiltlimit);
if(spider.flags & FL_ONGROUND)
{
void W_BallisticBullet_Touch (void)
{
- float density;
+ //float density;
if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
return;
void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
{
- float lag, dt, savetime, density;
+ float lag, dt, savetime; //, density;
entity pl, oldself;
float antilagging;
float w_nexball_weapon(float req);
float w_porto(float req)
{
- vector v_angle_save;
+ //vector v_angle_save;
if (g_nexball) { return w_nexball_weapon(req); }
if (req == WR_AIM)