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authorMagnus Auvinen <magnus.auvinen@gmail.com>2007-07-15 23:52:36 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2007-07-15 23:52:36 +0000
commit8202e676f9e41652fdb6aa0eec581ae221d5f6d1 (patch)
tree099b2a84d0fdee68f51a4aca3da0e46b19978959 /src/game
parentdd5afa751d93684b03d36225f3177d36160257d3 (diff)
downloadzcatch-8202e676f9e41652fdb6aa0eec581ae221d5f6d1.tar.gz
zcatch-8202e676f9e41652fdb6aa0eec581ae221d5f6d1.zip
fixed shotgun so its more of a shotgun. fixed so it loads the correct font
Diffstat (limited to 'src/game')
-rw-r--r--src/game/client/menu.cpp2
-rw-r--r--src/game/server/game_server.cpp12
2 files changed, 7 insertions, 7 deletions
diff --git a/src/game/client/menu.cpp b/src/game/client/menu.cpp
index 1ff33670..dea4e802 100644
--- a/src/game/client/menu.cpp
+++ b/src/game/client/menu.cpp
@@ -1139,7 +1139,7 @@ void modmenu_init()
 	input::enable_char_cache();
 	input::enable_key_cache();
 
-    current_font->font_texture = gfx_load_texture("data/big_font2.png");
+    current_font->font_texture = gfx_load_texture("data/big_font.png");
 
 	background_texture = gfx_load_texture("data/gui_bg.png");
 	gui_tileset_texture = gfx_load_texture("data/gui/gui_widgets.png");
diff --git a/src/game/server/game_server.cpp b/src/game/server/game_server.cpp
index c1f7b3c5..0fb1aeab 100644
--- a/src/game/server/game_server.cpp
+++ b/src/game/server/game_server.cpp
@@ -637,13 +637,16 @@ void player::handle_weapons()
 							1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1, WEAPON_ROCKET);						
 						break;
 					case WEAPON_SHOTGUN:
-						for(int i = 0; i < 3; i++)
+						for(int i = -2; i <= 2; i++)
 						{
+							float a = get_angle(direction);
+							a += i*0.075f;
 							new projectile(WEAPON_PROJECTILETYPE_SHOTGUN,
 								client_id,
 								pos+vec2(0,0),
-								direction*(20.0f+(i+1)*2.0f),
-								100,
+								vec2(cosf(a), sinf(a))*25.0f,
+								//vec2(cosf(a), sinf(a))*20.0f,
+								server_tickspeed()/3,
 								this,
 								1, 0, 0, -1, WEAPON_SHOTGUN);
 						}
@@ -956,11 +959,8 @@ player players[MAX_CLIENTS];
 powerup::powerup(int _type, int _subtype)
 : entity(OBJTYPE_POWERUP)
 {
-	//static int current_id = 0;
 	type = _type;
 	subtype = _subtype;
-	
-	// set radius (so it can collide and be hooked and stuff)
 	proximity_radius = phys_size;
 	
 	reset();