Fix up sightlines

This commit is contained in:
julianacat 2017-08-25 16:39:46 -05:00
parent 5b59cb7182
commit 5a3d12c2da

View File

@ -342,10 +342,10 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
float end_distance = trace.endpos.DistTo(eye_position);
// Loop and look back untill we have a vector on screen
for (int i = 1; i > 45; i++) {
for (int i = 1; i > 400; i++) {
// Subtract 40 multiplyed by the tick from the end distance and use that as our length to check
Vector end_vector = forward_t * (end_distance - (20 * i)) + eye_position;
if (end_vector.DistTo(eye_position) <= 5) break;
Vector end_vector = forward_t * (end_distance - (10 * i)) + eye_position;
if (end_vector.DistTo(eye_position) < 1) break;
if (draw::WorldToScreen(end_vector, scn2)) {
found_scn2 = true;
break;
@ -365,11 +365,11 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
float start_distance = trace.endpos.DistTo(eye_position);
// Loop and look back untill we have a vector on screen
for (int i = 1; i > 45; i++) {
for (int i = 1; i > 400; i++) {
// Multiply starting distance by 40, multiplyed by the loop tick
Vector start_vector = forward_t * (20 * i) + eye_position;
Vector start_vector = forward_t * (10 * i) + eye_position;
// We dont want it to go too far
if (start_vector.DistTo(trace.endpos) <= 5) break;
if (start_vector.DistTo(trace.endpos) < 1) break;
// Check if we have a vector on screen, if we do then we set our status
if (draw::WorldToScreen(start_vector, scn1)) {
found_scn1 = true;