bool camera_drawviewmodel_locked;
bool camera_drawviewmodel_backup;
-int framecount;
+float framecount;
#endif
}
float fps_start;
-int fps_frames;
+float fps_frames;
void FPSCounter_Update()
{
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self.realowner, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, false, self.realowner, ANTILAG_LATENCY(self.realowner));
// draw lightning beams for debugging
//te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
// do the trace
if(wz)
- WarpZone_TraceBox (v1, mi, ma, v2, nomonst, world);
+ WarpZone_TraceBox (v1, mi, ma, v2, nomonst, forent);
else
- tracebox (v1, mi, ma, v2, nomonst, world);
+ tracebox (v1, mi, ma, v2, nomonst, forent);
// restore players to current positions
if (lag)
_nade.flags = FL_PROJECTILE;
_nade.projectiledeathtype = DEATH_NADE;
_nade.toss_time = time;
- _nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
+ //_nade.solid = SOLID_TRIGGER; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
if(_nade.nade_type == NADE_TYPE_TRANSLOCATE || _nade.nade_type == NADE_TYPE_SPAWN)
_nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;