]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Some more optimizations of Projectile_Draw
authorterencehill <piuntn@gmail.com>
Fri, 30 Apr 2021 17:33:14 +0000 (19:33 +0200)
committerterencehill <piuntn@gmail.com>
Fri, 30 Apr 2021 17:33:14 +0000 (19:33 +0200)
qcsrc/client/weapons/projectile.qc

index 37efbddfadcb092310048f54bc538c17e9417a8a..5132b4998916f9e9a60f6bb86c6523560b0e2149 100644 (file)
@@ -88,17 +88,14 @@ void Projectile_Draw(entity this)
                drawn = (this.iflags & IFLAG_VALID);
                t = time;
        }
+       bool is_nade = Projectile_isnade(this.cnt);
 
        if (!(f & FL_ONGROUND))
        {
                rot = '0 0 0';
-               switch (this.cnt)
+               if (is_nade) rot = this.avelocity;
+               else switch (this.cnt)
                {
-                       /*
-                       case PROJECTILE_GRENADE:
-                           rot = '-2000 0 0'; // forward
-                           break;
-                       */
                        case PROJECTILE_GRENADE_BOUNCING:
                                rot = '0 -1000 0'; // sideways
                                break;
@@ -108,13 +105,8 @@ void Projectile_Draw(entity this)
                        case PROJECTILE_ROCKET:
                                rot = '0 0 720'; // spinning
                                break;
-                       default:
-                               break;
                }
 
-               if (Projectile_isnade(this.cnt))
-                       rot = this.avelocity;
-
                if (rot)
                {
                        if (!rot.x && !rot.y)
@@ -129,31 +121,29 @@ void Projectile_Draw(entity this)
                }
        }
 
-       vector ang;
-       ang = this.angles;
-       ang.x = -ang.x;
-       makevectors(ang);
-
        a = 1 - (time - this.fade_time) * this.fade_rate;
        this.alpha = bound(0, this.alphamod * a, 1);
        if (this.alpha <= 0)
                drawn = 0;
        this.renderflags = 0;
 
+       vector ang = this.angles;
+       ang.x = -ang.x;
        trailorigin = this.origin;
-       switch (this.cnt)
+       if (is_nade)
+       {
+               makevectors(ang);
+               trailorigin += v_up * 4;
+       }
+       else switch (this.cnt)
        {
                case PROJECTILE_GRENADE:
                case PROJECTILE_GRENADE_BOUNCING:
+                       makevectors(ang);
                        trailorigin += v_right * 1 + v_forward * -10;
                        break;
-               default:
-                       break;
        }
 
-       if (Projectile_isnade(this.cnt))
-               trailorigin += v_up * 4;
-
        if (drawn)
                Projectile_DrawTrail(this, trailorigin);
        else