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author | Michael Smith <mikesmiffy128@gmail.com> | 2023-06-10 16:44:19 +0100 |
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committer | Michael Smith <mikesmiffy128@gmail.com> | 2023-06-10 16:51:02 +0100 |
commit | 1c4318331663b152b0b298bd2c9e5c971506a86b (patch) | |
tree | a402681cb84b491819ba5018525c16340110fd4d /src/l4dwarp.c | |
parent | 602a18977d500ad068fd63fbedcafb630c29ee72 (diff) |
Prune some comments and tidy up other minor things
Diffstat (limited to 'src/l4dwarp.c')
-rw-r--r-- | src/l4dwarp.c | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/src/l4dwarp.c b/src/l4dwarp.c index 75c762c..24c3873 100644 --- a/src/l4dwarp.c +++ b/src/l4dwarp.c @@ -1,5 +1,5 @@ /* - * Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com> + * Copyright © 2023 Michael Smith <mikesmiffy128@gmail.com> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above @@ -45,9 +45,7 @@ DEF_CCMD_HERE_UNREG(sst_l4d_testwarp, "Simulate a bot warping to you", void *e = GetBaseEntity(ed->ent_unknown); // is this call required? struct vec3f *org = mem_offset(e, off_entpos); struct vec3f *ang = mem_offset(e, off_eyeang); - // L4D idle warps go up to 10 units behind relative to whatever angle the - // player is facing, lessening the distance based on pitch angle but never - // displacing vertically + // L4D idle warps go up to 10 units behind yaw, lessening based on pitch. float pitch = ang->x * M_PI / 180, yaw = ang->y * M_PI / 180; float shift = -10 * cos(pitch); Teleport(e, &(struct vec3f){org->x + shift * cos(yaw), |