From: Samual Lenks Date: Thu, 20 Feb 2014 05:39:57 +0000 (-0500) Subject: Add comment for velocity accomodation idea X-Git-Tag: xonotic-v0.8.0~152^2~65 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=3458582283198a69385d7a5c2de341f2f73ce4f6;p=xonotic%2Fxonotic-data.pk3dir.git Add comment for velocity accomodation idea --- diff --git a/qcsrc/common/weapons/w_arc.qc b/qcsrc/common/weapons/w_arc.qc index 466bf3fc6..c4932a23d 100644 --- a/qcsrc/common/weapons/w_arc.qc +++ b/qcsrc/common/weapons/w_arc.qc @@ -194,6 +194,12 @@ void W_Arc_Beam_Think(void) self.beam_initialized = TRUE; } + // WEAPONTODO: Detect player velocity so that the beam curves when moving too + // idea: blend together self.beam_dir with the inverted direction the player is moving in + // might have to make some special accomodation so that it only uses view_right and view_up + + // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling + float segments; if(self.beam_dir != w_shotdir) { @@ -418,7 +424,6 @@ void W_Arc_Beam(float bursting) beam.think = W_Arc_Beam_Think; beam.owner = self; beam.movetype = MOVETYPE_NONE; - //beam.shot_spread = 1; beam.bot_dodge = TRUE; beam.bot_dodgerating = WEP_CVAR(arc, beam_damage); beam.beam_bursting = bursting;