e.solid = SOLID_NOT;
e.takedamage = DAMAGE_NO;
- setorigin(e, parent.origin);
setattachment(e, parent, s);
e.owner = parent;
}
head.takedamage = DAMAGE_AIM;
setattachment(head, world, "");
- setorigin(head, e.origin); // prevents a bug
head.owner = world;
+
+ // objects reset origin and angles when detached, so apply the parent's to prevent teleporting
+ setorigin(head, e.origin);
+ head.angles = e.angles;
}
}
}