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| author | salmonik <salmonik@tuta.io> | 2026-11-04 23:46:58 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 23:46:58 +0100 |
| commit | a224cc451233a487a3d931954b125f6e1736e710 (patch) | |
| tree | 5cd1ed10848b6510ff92dccbe6f7b3cd5f7348f4 /src/hooks.cpp | |
| parent | Charger juice: resolve per-class offsets (diff) | |
| download | hl2h-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 '')
0 files changed, 0 insertions, 0 deletions
