The ammodef defines an impulse (mass * velocity) for the bullet to apply
to physics objects when it hits them.  Applying an impulse is equivalent
to a collision.

That macro just converts units so we could use some standard ballistics
data with bullet mass in grains and speed in feet per second.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
> Sent: Thursday, February 03, 2005 5:40 PM
> To: [email protected]
> Subject: Re: [hlcoders] Weapon ballastics
>
> In sdk_gamerules
>
> #define BULLET_IMPULSE(grains, ftpersec)
> ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE
> _EXAGGERATION)
>
> BULLET_IMPULSE does not seem to be used in the ammodef, so I
> changed it to
>
> def.AddAmmoType( AMMO_BULLETS, DMG_BULLET, TRACER_LINE, 0, 0,
> 2400/*max carry*/, BULLET_IMPULSE(200, 1225), 0); What
> affects does this have on the bullet if any? in the MP SDK ?
>
>
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
>
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