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Feb 17th, 2016
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C++ 1.62 KB | None | 0 0
  1. void CBaseEntity::ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart )
  2. {
  3. #ifndef HL2MP
  4.          if ( g_pGameRules->IsMultiplayer() )
  5.          {
  6.                  // NOTE: we do this because in MakeTracer, we force it to use the attachment position
  7.                  // in multiplayer, so the results from this function should never actually get used.
  8.                  pVecTracerStart->Init( 999, 999, 999 );
  9.                  return;
  10.          }
  11.  #endif
  12.          
  13.          if ( IsPlayer() )
  14.          {
  15.                  // adjust tracer position for player
  16.                  Vector forward, right;
  17.                  CBasePlayer *pPlayer = ToBasePlayer( this );
  18.                  pPlayer->EyeVectors( &forward, &right, NULL );
  19.                  *pVecTracerStart = vecShotSrc + Vector ( 0 , 0 , -4 ) + right * 2 + forward * 16;
  20.          }
  21.          else
  22.          {
  23.                  *pVecTracerStart = vecShotSrc;
  24.  
  25.                  CBaseCombatCharacter *pBCC = MyCombatCharacterPointer();
  26.                  if ( pBCC != NULL )
  27.                  {
  28.                          CBaseCombatWeapon *pWeapon = pBCC->GetActiveWeapon();
  29.  
  30.                          if ( pWeapon != NULL )
  31.                          {
  32.                                  Vector vecMuzzle;
  33.                                  QAngle vecMuzzleAngles;
  34.  
  35.                                  if ( pWeapon->GetAttachment( 1, vecMuzzle, vecMuzzleAngles ) )
  36.                                  {
  37.                                          *pVecTracerStart = vecMuzzle;
  38.                                  }
  39.                          }
  40.                  }
  41.          }
  42. }
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