er...


(bani) #1

in g_weapon.c:


void Weapon_Artillery(gentity_t *ent) {
...
    if( ent->client->sess.skill[SK_SIGNALS] >= 3 )
            bomb->nextthink         = level.time + 8950 + 2000 * i + crandom() * 800;
    else
            bomb->nextthink         = level.time + 8950 + 2000 * i + crandom() * 800;

Hmm. Yeah :moo:

Wonder what was planned here?


(jamez) #2

lol yeh might like to add that ur post was the 800th post

does anybody know where the client makes the flamethrower fire appear, when its complete ill show the code for a thermite grenade (these are used in the army)


(sniser) #3

Hehe… I have a question which doesn’t warrant a new thread either: what is the difference between level.time and level.timeCurrent?


(sniser) #4

Check out cg_effects. and cg_flamethrower.c? I don’t know how the FT really works, but wouldn’t you want to spawn flame chunks in the server code or something? Or is it just because you want to tweak the looks of it… pyro grenades YAY!!! Don’t forget to add pyro airstrikes, too! :smiley:


(jamez) #5

lol well actually its not that simple

if the server was to spawn each flame chunk it would waste wuite a bit of bandwidth
there is two flamethrower sides, server side, which i have done and somewhere on the client side it spawns a flamechunk when the player fires by itself (even if the server side were to have no fire coming out at all)


(Spark) #6

I like this construct from PM_Weapon():


			switch(pm->ps->weapon) {
				default:
					break;
			}

Beautiful in it’s simplicity. :wink:


(Lanz) #7

lol