else
f = 1;
+ vector md = this.realowner.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+
+ vector dv = v_right * -vecs.y + v_up * vecs.z;
+
+ if(!W_DualWielding(this.realowner))
+ dv = '0 0 0'; // don't override!
+
velspeed = vlen(this.velocity);
makevectors(this.realowner.v_angle);
desireddir = WarpZone_RefSys_TransformVelocity(this.realowner, this, v_forward);
- desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs);
+ desiredorigin = WarpZone_RefSys_TransformOrigin(this.realowner, this, this.realowner.origin + this.realowner.view_ofs + dv);
olddir = normalize(this.velocity);
// now it gets tricky... we want to move like some curve to approximate the target direction