Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments

Posts: 1296
Registered: 10-05 |
Xeriphas1994 said:
Maybe because the BFG FAQ says they are? (section 3H)
I'm not sure that situation and this one are exactly the same, but for our many readers who can't double-check things in the source code (e.g. me), it's certainly one possible extrapolation.
Maybe you misunderstood what I meant. I'll do my best to explain it. Here's an extremely small snippet from the code that fires BFG traces (borrowed from the BFG faq):
for (i=0 ; i<40 ; i++)
{
an = mo->angle - ANG90/2 + ANG90/40*i;
The first line is the beginning of a loop which will run 40 times, which is why there are 40 BFG traces (it counts from 0 to 39). The next line calculates the angle of that single BFG trace (each iteration of the loop fires one trace). Basically, it says:
(The angle of this BFG trace) = (The original angle that the BFG was fired in) - (45 degrees) + (2.22 degrees)x(the number of times that the code loop has already been run). So, in a single game tic, all BFG traces radiate outwards, all approximately 2.22 degrees apart, so this "fan" of traces is perfectly regular. There is no code that makes the traces shoot specifically towards shootable things.
However, each trace can only damage one shootable thing, so a player on the other side of a shootable tree will be safer than if the tree wasn't there. Also, you're partly correct about whether BFG traces seek out shootable things - they do this vertically, just not horizontally.
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