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cvar_t cl_beams_quakepositionhack feature request from L3gend

Posted: Wed Dec 30, 2015 2:04 am
by func_qbism
From cl_tent.c

// if coming from the player, update the start position
if (b->entity == cl.viewentity)
{
// Manoel Kasimier - begin
// This keeps the angle of the beam identical to the viewangle
if (b->model->name[10] == '2' /*"progs/bolt2.mdl"*/) // bloody hack
{
vec3_t front, right, up;
VectorSubtract (b->start, b->end, dist);
forward = Length(dist);
AngleVectors (r_refdef.viewangles, front, right, up);

VectorCopy (cl_entities[cl.viewentity].origin, b->start);
b->end[0] = b->start[0] + front[0]*forward;
b->end[1] = b->start[1] + front[1]*forward;
b->end[2] = b->start[2] + front[2]*forward;
}
else
// Manoel Kasimier - end
VectorCopy (cl_entities[cl.viewentity].origin, b->start);
}

I'm busy with another project, but will add 'to-do' next time engine is updated:

cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};

Re: cvar_t cl_beams_quakepositionhack feature request from L3gend

Posted: Sat Jan 02, 2016 1:19 pm
by func_qbism
test build. Please report any issues here or on the quakeone 'Quake 1.5' thread.
qbismS8-test-01-02-16.zip
(283.23 KiB) Downloaded 598 times