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authorsalmonik <salmonik@tuta.io>2026-11-04 23:46:58 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 23:46:58 +0100
commita224cc451233a487a3d931954b125f6e1736e710 (patch)
tree5cd1ed10848b6510ff92dccbe6f7b3cd5f7348f4 /play.sh
parentCharger juice: resolve per-class offsets (diff)
downloadhl2h-a224cc451233a487a3d931954b125f6e1736e710.tar.gz
hl2h-a224cc451233a487a3d931954b125f6e1736e710.zip
Grenade trajectory: actual grenade state, full-length path, rounder rings
- Prefer the local player's thrown frag over the pre-throw estimate: resolve CBaseGrenade::m_hThrower from the server datamap (client owner handles as fallback), then seed the prediction from the live origin/velocity. The real frag is a spinning VPhysics box with a random Y angular impulse, so bounce points remain approximate; the doc now says so. - Keep 512 path points sampled every other 20 ms step (up to 24 s) instead of 127 points / ~2.5 s, so the line reaches the landing instead of stopping in mid-air. - Radius rings use 36 segments; a segment whose near-plane-clipped endpoint the engine overlay refuses falls back to the local projection, and that projection now uses the configured camera FOV instead of a hardcoded 75 degrees (the wide-FOV ring no longer kinks/drops pieces).
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