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Made napalmlets have less gaps between them by making the placement l…
…ess random
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AfterShockFF committed Aug 21, 2016
1 parent e24c9fa commit 96bae87
Showing 1 changed file with 8 additions and 3 deletions.
11 changes: 8 additions & 3 deletions game_shared/ff/ff_grenade_napalm.cpp
Expand Up @@ -29,7 +29,7 @@

ConVar ffdev_nap_distance_min("ffdev_nap_distance_min","250.0",FCVAR_FF_FFDEV,"Min launch velocity of a napalmlet.");
#define FFDEV_NAP_DISTANCE_MIN ffdev_nap_distance_min.GetFloat() //250.0f
ConVar ffdev_nap_distance_max("ffdev_nap_distance_max","350.0",FCVAR_FF_FFDEV,"Max launch velocity of a napalmlet.");
ConVar ffdev_nap_distance_max("ffdev_nap_distance_max","250.0",FCVAR_FF_FFDEV,"Max launch velocity of a napalmlet.");
#define FFDEV_NAP_DISTANCE_MAX ffdev_nap_distance_max.GetFloat() // 350.0f

#include "EntityFlame.h"
Expand Down Expand Up @@ -182,18 +182,23 @@ void CFFGrenadeNapalm::UpdateOnRemove( void )
QAngle angSpawn;

angSpawn.x = RandomFloat(45.0f,75.0f);
if (i == 0)
if (i == 8)
{
angSpawn.x = 90;
}

angSpawn.y = RandomFloat(0.0f, 360.0f);
angSpawn.y = RandomFloat(i*45.0f, (i+1)*45.0f);
angSpawn.z = 0.0f;

Vector vecVelocity;
AngleVectors(angSpawn,&vecVelocity);
vecVelocity *= RandomFloat(FFDEV_NAP_DISTANCE_MIN,FFDEV_NAP_DISTANCE_MAX);

if (i % 2)
{
vecVelocity *= 0.8f;
}

// So they don't begin moving down, I guess
if (vecVelocity.z < 0)
vecVelocity.z *= -1;
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