cleanup additional ray shortening

(no longer necessary, since the actual shortening now works)
This commit is contained in:
ac-stef
2015-07-12 18:51:14 +02:00
parent 392880ec5c
commit a78d08d4ca
3 changed files with 18 additions and 21 deletions
+9 -1
View File
@@ -1,6 +1,13 @@
#ifndef BOT_UTIL_H
#define BOT_UTIL_H
// Structure for storing traceresults
struct traceresult_s
{
vec end;
bool collided;
};
long RandomLong(long from, long to);
float RandomFloat(float from, float to);
void lsrand(unsigned long initial_seed);
@@ -8,7 +15,8 @@ void lsrand(unsigned long initial_seed);
void AnglesToVectors(vec angles, vec &forward, vec &right, vec &up);
float WrapXAngle(float angle);
float WrapYZAngle(float angle);
void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult_s *tr,
bool SkipTags=false);
float GetDistance(vec v1, vec v2);
float Get2DDistance(vec v1, vec v2);
bool IsVisible(vec v1, vec v2, dynent *tracer = NULL, bool SkipTags=false);
-7
View File
@@ -776,13 +776,6 @@ extern void setscope(bool activate);
extern void setburst(bool activate);
extern int intersect(playerent *d, const vec &from, const vec &to, vec *end = NULL);
extern bool intersect(entity *e, const vec &from, const vec &to, vec *end = NULL);
// Structure for storing traceresults
struct traceresult_s
{
vec end;
bool collided;
};
void TraceLine(vec from, vec to, dynent *pTracer, bool CheckPlayers, traceresult_s *tr, bool SkipTags=false);
extern void damageeffect(int damage, playerent *d);
extern void tryreload(playerent *p);
extern void checkweaponstate();
+9 -13
View File
@@ -1280,14 +1280,12 @@ bool gun::attack(vec &targ)
void gun::attackfx(const vec &from, const vec &to, int millis)
{
traceresult_s tr;
TraceLine(from, to, owner, true, &tr);
if(from != tr.end)
if(from.squareddist(to) > 0.07f)
{
addbullethole(owner, from, tr.end);
addshotline(owner, from, tr.end);
addbullethole(owner, from, to);
addshotline(owner, from, to);
}
particle_splash(PART_SPARK, 5, 250, tr.end);
particle_splash(PART_SPARK, 5, 250, to);
adddynlight(owner, from, 4, 100, 50, 96, 80, 64);
attacksound();
}
@@ -1338,15 +1336,13 @@ sniperrifle::sniperrifle(playerent *owner) : gun(owner, GUN_SNIPER), scoped(fals
void sniperrifle::attackfx(const vec &from, const vec &to, int millis)
{
traceresult_s tr;
TraceLine(from, to, owner, true, &tr);
if(from != tr.end)
if(from.squareddist(to) > 0.07f)
{
addbullethole(owner, from, tr.end);
addshotline(owner, from, tr.end);
particle_trail(PART_SMOKE, 500, from, tr.end);
addbullethole(owner, from, to);
addshotline(owner, from, to);
particle_trail(PART_SMOKE, 500, from, to);
}
particle_splash(PART_SPARK, 50, 200, tr.end);
particle_splash(PART_SPARK, 50, 200, to);
adddynlight(owner, from, 4, 100, 50, 96, 80, 64);
attacksound();
}