@Seven
I've figured it out. It had nothing to do with (vector st) in fact function code does not return a vector.
Problem was that zombie meat spawn above zombies shoulder unlike ogres grenade witch spawn in front of him. As a result it could fly above your shoulder if you were at certain distance from it. There is a code in original function that create variable which take care about this issue, but I've not used it before, since I've just copied code from ogre.
I'll talk again about including it in your compilation:
Problem is that engine does not support plugins, there is only one progs.dat, I can make an addon that will replace in memory your progs.dat during loading, but it wont be possible to use it simultaneously with any other modification/addon to your code.
If you don't like it, it can be turned off by default and activated through cvar. Like I did with your death effects in QuakeHD compilation.
Everyone aware of quake development history knew that Carmack forced the team to rush the hell out of this game after he managed to finally finish the engine. So I wouldn't be surprised if this aiming code was just a placeholder that stayed in because of rushed development. I consider it as much a bugfix as a modification and find it more fun to play that way.
So please reconsider.
I've figured it out. It had nothing to do with (vector st) in fact function code does not return a vector.
Problem was that zombie meat spawn above zombies shoulder unlike ogres grenade witch spawn in front of him. As a result it could fly above your shoulder if you were at certain distance from it. There is a code in original function that create variable which take care about this issue, but I've not used it before, since I've just copied code from ogre.
I'll talk again about including it in your compilation:
Problem is that engine does not support plugins, there is only one progs.dat, I can make an addon that will replace in memory your progs.dat during loading, but it wont be possible to use it simultaneously with any other modification/addon to your code.
If you don't like it, it can be turned off by default and activated through cvar. Like I did with your death effects in QuakeHD compilation.
Everyone aware of quake development history knew that Carmack forced the team to rush the hell out of this game after he managed to finally finish the engine. So I wouldn't be surprised if this aiming code was just a placeholder that stayed in because of rushed development. I consider it as much a bugfix as a modification and find it more fun to play that way.
So please reconsider.
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