Ok here's how it works. I did it another way. Rather than creating a bullet at the point where it impacted, I trace from the player position when the bullet was fired (making the player position a vector when fired is useful). I do the if the bullet hits the wall, when it hits the wall. I then create a bullet at the player position, and move it to target.
Another note. I set the trace to ignore everything except level blocks, in case by the time the bullet hits an entity gets in the way.
Do crosshairs with panels:
Code:
bmap crosshair_large_pcx = <crosshair3.pcx>;
anel crosshair_pan
{
alpha = 100;
bmap = crosshair_large_pcx;
layer = 1;
pos_x = 0;
pos_y = 0;
flags = transparent, overlay, refresh, d3d, visible;
}
//Place the following piece of code in function main:
crosshair_pan.pos_x = (screen_size.x - bmap_width(crosshair_pcx)) / 2;
crosshair_pan.pos_y = (screen_size.y - bmap_height(crosshair_pcx)) / 2;
There, hope you enjoy
