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