From a224cc451233a487a3d931954b125f6e1736e710 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 23:46:58 +0100 Subject: 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). --- src/hl2h.h | 1 + 1 file changed, 1 insertion(+) (limited to 'src/hl2h.h') 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); uint32_t server_player_weapon(int idx, int slot); float server_grenade_detonate(int idx); float server_grenade_radius(int idx); +int server_grenade_thrower(int idx); int server_item_juice(int idx); int server_entity_count(); void *server_entity_base(int idx); -- cgit v1.2.3