WD_Rage Posted June 13, 2002 Posted June 13, 2002 Ok, basically I am trying to make it possible to move with the disrupter zoom enabled. I have found the code area that controls this (around line 3981 in bg_pmove.c): if (pm->cmd.upmove > 0 || pm->cmd.forwardmove || pm->cmd.rightmove) { if (pm->ps->zoomMode == 1 && pm->ps->zoomLockTime < pm->cmd.serverTime) { //check for == 1 so we can't turn binoculars off with disruptor alt fire pm->ps->zoomMode = 0; pm->ps->zoomTime = pm->ps->commandTime; pm->ps->zoomLocked = qfalse; PM_AddEvent(EV_DISRUPTOR_ZOOMSOUND); } } There is another block of code that is similar (a few lines down), but it is for after the disrupter is fired. I have edited the above area and technically it works, however, when the user moves, the zoom exists and enters very fast, almost like a dizzy feeling. I have tried to keep the FOV the same, but that does not help. I have commented out the entire block of code, and it still acts wierd. I have searched and searched for any other lines of code that would be causing this, and I cannot find it. Any ideas?
WD_Rage Posted June 14, 2002 Author Posted June 14, 2002 Also, I found the code that enables someone to move while the disruptor is charged. Oddly enough, there are no problems moving with a charged disruptor, only when the weapon is not charged.
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