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game: fix spin_none,spin_zaxis physgun interactions
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@@ -83,7 +83,7 @@ public:
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virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
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virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
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virtual bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return false; }
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virtual bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return false; }
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virtual AngularImpulse PhysGunLaunchAngularImpulse() { return RandomAngularImpulse( -600, 600 ); }
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virtual AngularImpulse PhysGunLaunchAngularImpulse() { return RandomAngularImpulse( -600, 600 ); }
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virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) { return false; }
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virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) { return reason == PHYSGUN_FORCE_LAUNCHED; }
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virtual Vector PhysGunLaunchVelocity( const Vector &vecForward, float flMass )
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virtual Vector PhysGunLaunchVelocity( const Vector &vecForward, float flMass )
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{
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{
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return Pickup_DefaultPhysGunLaunchVelocity( vecForward, flMass );
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return Pickup_DefaultPhysGunLaunchVelocity( vecForward, flMass );
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