From 7964a0cfe2a88e92b84ac46fe79c19af5ea70a79 Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 6 Feb 2015 05:17:37 +1100 Subject: [PATCH] Finally fixed nade slapping and being able to shoot yourself, thanks to divVerent --- qcsrc/client/main.qh | 2 +- qcsrc/client/view.qc | 2 +- qcsrc/common/weapons/w_shotgun.qc | 2 +- qcsrc/server/g_subs.qc | 4 ++-- qcsrc/server/mutators/mutator_nades.qc | 2 +- 5 files changed, 6 insertions(+), 6 deletions(-) diff --git a/qcsrc/client/main.qh b/qcsrc/client/main.qh index 45aa3c05b..4757b4456 100644 --- a/qcsrc/client/main.qh +++ b/qcsrc/client/main.qh @@ -166,5 +166,5 @@ int spectatorlist[MAX_SPECTATORS]; bool camera_drawviewmodel_locked; bool camera_drawviewmodel_backup; -int framecount; +float framecount; #endif diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index bbbad7c65..8b36f5c34 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1042,7 +1042,7 @@ void UpdateCrosshair() } float fps_start; -int fps_frames; +float fps_frames; void FPSCounter_Update() { diff --git a/qcsrc/common/weapons/w_shotgun.qc b/qcsrc/common/weapons/w_shotgun.qc index 4fc96eb2c..d88a15159 100644 --- a/qcsrc/common/weapons/w_shotgun.qc +++ b/qcsrc/common/weapons/w_shotgun.qc @@ -120,7 +120,7 @@ void W_Shotgun_Melee_Think(void) + (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); diff --git a/qcsrc/server/g_subs.qc b/qcsrc/server/g_subs.qc index f9d690ad2..74a8cf7f9 100644 --- a/qcsrc/server/g_subs.qc +++ b/qcsrc/server/g_subs.qc @@ -476,9 +476,9 @@ void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, // 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) diff --git a/qcsrc/server/mutators/mutator_nades.qc b/qcsrc/server/mutators/mutator_nades.qc index 388c5480e..163b291de 100644 --- a/qcsrc/server/mutators/mutator_nades.qc +++ b/qcsrc/server/mutators/mutator_nades.qc @@ -704,7 +704,7 @@ void toss_nade(entity e, vector _velocity, float _time) _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; -- 2.39.2