float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
- if(PS(ent).m_weapon == WEP_RIFLE)
+ if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
// track max damage
- if(accuracy_canbegooddamage(ent))
+ if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
W_HitPlotAnalysis(ent, v_forward, v_right, v_up);