vector deviation, angle;
- vector new_end;
vector first_min_end, prev_min_end, new_min_end;
vector first_max_end, prev_max_end, new_max_end;
- float prev_min_dist, new_min_dist;
- float prev_max_dist, new_max_dist;
-
+ float new_max_dist, new_min_dist;
vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
vectorvectors(shotdir);
vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
-
- vector angle_to_min = normalize(min_end - self.sw_shotorg);
- vector angle_to_max = normalize(max_end - min_end);
- float spread_to_min = vlen(angle_to_min - shotdir);
- float spread_to_max = vlen(angle_to_max - shotdir);
+ float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
+ float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
for(counter = 0; counter < shots; ++counter)
{
// first do the spread_to_min effect
deviation = angle * spread_to_min;
deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
-
new_min_dist = dist_before_normal;
new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
-
//te_lightning2(world, new_min_end, self.sw_shotorg);
-
// then calculate spread_to_max effect
deviation = angle * spread_to_max;
deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
-
new_max_dist = vlen(new_min_end - self.sw_endpos);
new_max_end = (new_min_end + (deviation * new_max_dist));
-
//te_lightning2(world, new_end, prev_min_end);
-
-
+
if(counter == 0)
{
first_max_end = new_max_end;
}
- if(prev_min_dist)
+ if(counter >= 1)
{
R_BeginPolygon("", DRAWFLAG_NORMAL);
R_PolygonVertex(prev_min_end, '0 0 0', '1 0 0', a);
R_EndPolygon();
}
- prev_min_dist = new_min_dist;
prev_min_end = new_min_end;
- prev_max_dist = new_max_dist;
prev_max_end = new_max_end;
if((counter + 1) == shots)
WriteCoord(MSG_BROADCAST, endpos_z);
WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_max, 255));
WriteByte(MSG_BROADCAST, bound(0, autocvar_g_balance_laser_primary_spread_min, 255));
-
- //makevectors(w_shotdir);
- //WriteByte(MSG_BROADCAST, bound(0, 255 * vlen(normalize((endpos + (v_up * autocvar_g_balance_laser_primary_spread_max)) - w_shotorg) - w_shotdir), 255));
}
void W_Laser_Touch()