I didn't know CorkScrew sources were available. Interesting.
Unforutnately, it seems they are not GPLv2, so they cannot be directly copy-pasted into a strict GPLv2 project as the main OA. However, they can be used as hints to follow, or to create other mods that may re-use some of CorkScrew features.
This said, I'm not capable of creating a mod at all. Try sending a PM to Jackash3, the author of
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mods/Calypso]Calypso (an OA mod that allows to customize various extra things, e.g. damage and speed of each weapon). Who knows, maybe he may add an option that doubles the damage if you hit the head zone with any weapon... just an idea.... or maybe a "decaptation" option that would work with railgun only, instead.
Yes, it is possible that "of coz" may mean "of course"...
About the code to follow the movement of something, maybe you are referring to the "unlagged" technology. In the original Q3A, shots had no lag compensation, so some mods implemented their own (e.g.
ZPM (Zero Ping Mode) and
Unlagged mods), at least for "hitscan" weapons (machinegun, shotgun, railgun).... Some Q3 mods, such as
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/ModCompat/Unlagged_Rocket_Rail]Unlagged Rocket Rail, some versions of CorkScrew (and maybe also
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/ModCompat/Alternate_Fire]Alternate Fire, I'm not sure) included Unlagged features into them.
OpenArena has got its own "unlag hitscan" option (I think it's not directly copy-pasted from Unlagged -I suppose Unlagged mod wasn't GPLv2-), but I can guess that, when playing with
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mod_compatibility]old mods, it depends from each mod to have some kind of anti-lag features or not: most q3 mods don't have such feature.