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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 /src/hl2h.h
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).
Diffstat (limited to 'src/hl2h.h')
-rw-r--r--src/hl2h.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/hl2h.h b/src/hl2h.h
index 32cee8f..86573d8 100644
--- a/src/hl2h.h
+++ b/src/hl2h.h
@@ -319,6 +319,7 @@ int server_player_ammo(int idx, int type);
319uint32_t server_player_weapon(int idx, int slot); 319uint32_t server_player_weapon(int idx, int slot);
320float server_grenade_detonate(int idx); 320float server_grenade_detonate(int idx);
321float server_grenade_radius(int idx); 321float server_grenade_radius(int idx);
322int server_grenade_thrower(int idx);
322int server_item_juice(int idx); 323int server_item_juice(int idx);
323int server_entity_count(); 324int server_entity_count();
324void *server_entity_base(int idx); 325void *server_entity_base(int idx);