float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
+float autocvar_g_loituma;
ang_x = -/* don't ask */ang_x;
self.angles = ang;
}
+
+ if(autocvar_g_loituma)
+ {
+ vector moddir, modup;
+ vector modangles;
+ float t;
+
+ t = time * autocvar_g_loituma;
+
+ modangles_x = t * 360;
+ modangles_y = 90;
+ modangles_z = 0;
+
+ self.angles =
+ AnglesTransform_ToAngles(
+ AnglesTransform_Multiply(
+ AnglesTransform_FromAngles(self.angles),
+ AnglesTransform_FromAngles(modangles)
+ )
+ );
+ }
}
self.glowmod = self.owner.weaponentity_glowmod;