diff --git a/source/src/physics.cpp b/source/src/physics.cpp index 7b16bc7d..25f55c54 100644 --- a/source/src/physics.cpp +++ b/source/src/physics.cpp @@ -200,8 +200,8 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime) // rotate float rotspeed = bounce->rotspeed*d.magnitude(); - pl->yaw = fmod(pl->yaw+rotspeed, 360.0f); pl->pitch = fmod(pl->pitch+rotspeed, 360.0f); + pl->yaw = fmod(pl->yaw+rotspeed, 360.0f); } else // fake physics for player ents to create the great cube movement(TM) { @@ -382,7 +382,7 @@ void mbounceents() { bounceent *p = bounceents[i]; if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) //moveplayer(p, 2, false); - loopi(physicsrepeat) moveplayer(p, 5, false, min(curtime, minframetime)); + loopi(physicsrepeat) moveplayer(p, 2, false, min(curtime, minframetime)); if(lastmillis - p->millis >= p->timetolife) { diff --git a/source/src/weapon.cpp b/source/src/weapon.cpp index d5d28819..7e0b02db 100644 --- a/source/src/weapon.cpp +++ b/source/src/weapon.cpp @@ -353,12 +353,14 @@ void throw_nade(playerent *d, const vec &vel, bounceent *p) if(!p || !d) return; playsound(S_GRENADETHROW); - vec throwdir(p->vel = vel); - throwdir.mul(2*d->radius); - p->o = d->o; - p->o.add(throwdir); - p->bouncestate = NADE_THROWED; + vec throwvel(vel); + throwvel.mul(2*d->radius); + p->vel = vel; + p->o = d->o; + p->o.add(throwvel); + + p->bouncestate = NADE_THROWED; d->thrownademillis = lastmillis; d->inhandnade = NULL;