diff --git a/source/src/md2.h b/source/src/md2.h index 12b2ce45..f95d5092 100644 --- a/source/src/md2.h +++ b/source/src/md2.h @@ -183,6 +183,18 @@ struct md2 : vertmodel parts[0]->render(anim, varseed, speed, basetime, d); glPopMatrix(); + if(d) + { + glPushMatrix(); + glTranslatef(x, y, z); + glRotatef(yaw+180, 0, -1, 0); + glRotatef(90, -1, 0, 0); + GLUquadricObj *bb = gluNewQuadric(); + gluQuadricDrawStyle(bb, GLU_LINE); + gluCylinder(bb, d->radius, d->radius, d->eyeheight + d->aboveeye, 12, 1); + glPopMatrix(); + } + if(vwepmdl) { ((md2 *)vwepmdl)->parts[0]->index = parts.length(); diff --git a/source/src/weapon.cpp b/source/src/weapon.cpp index 1579319c..1312ee17 100644 --- a/source/src/weapon.cpp +++ b/source/src/weapon.cpp @@ -496,7 +496,8 @@ void raydamage(vec &from, vec &to, playerent *d) else if((o = intersectclosest(from, to, i, d))) { playerent head = *o; // check headshot - head.eyeheight = head.aboveeye/3; + head.eyeheight = head.aboveeye/4; + head.radius = 2; if(d->gunselect == GUN_SNIPER && intersect(&head, from, to)) gdam = guns[d->gunselect].damage * 3; hitpush(i, gdam, o, d, from, to);