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Flaregun: Flare velocity should be relative to the player's. This way you can arc shots and shoot while running forward.
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@ -112,8 +112,10 @@ void CFlaregun::PrimaryAttack( void )
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Vector forward;
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Vector forward;
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pOwner->EyeVectors( &forward );
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pOwner->EyeVectors( &forward );
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forward *= 1500;
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pFlare->SetAbsVelocity( forward * 1500 );
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// Add the player's velocity to the forward vector so that the flare follows the player's motion
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pFlare->SetAbsVelocity(forward + pOwner->GetAbsVelocity());
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pFlare->SetGravity(1.0f);
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pFlare->SetGravity(1.0f);
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pFlare->SetFriction(0.85f);
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pFlare->SetFriction(0.85f);
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pFlare->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
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pFlare->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
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@ -150,8 +152,10 @@ void CFlaregun::SecondaryAttack( void )
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Vector forward;
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Vector forward;
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pOwner->EyeVectors( &forward );
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pOwner->EyeVectors( &forward );
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forward *=500;
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pFlare->SetAbsVelocity( forward * 500 );
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// Add the player's velocity to the forward vector so that the flare follows the player's motion
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pFlare->SetAbsVelocity( forward + pOwner->GetAbsVelocity());
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pFlare->SetGravity(1.0f);
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pFlare->SetGravity(1.0f);
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pFlare->SetFriction( 0.85f );
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pFlare->SetFriction( 0.85f );
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pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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@ -374,5 +378,5 @@ void CFlareGunProjectile::IgniteOtherIfAllowed(CBaseEntity * pOther)
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CBreakableProp *pBreakable;
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CBreakableProp *pBreakable;
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pBreakable = dynamic_cast<CBreakableProp*>(pOther);
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pBreakable = dynamic_cast<CBreakableProp*>(pOther);
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if (pBreakable)
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if (pBreakable)
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pBreakable->IgniteLifetime(30.0f);
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pBreakable->IgniteLifetime(10.0f);
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}
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}
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