void gauntletbeam_think()
{
vector endpos;
+ float oldsolid;
+
float damage, myforce, myradius;
if(self.cnt)
{
vecs = debug_shotorg;
org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * -vecs_y + v_up * vecs_z;
- WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ oldsolid = self.owner.dphitcontentsmask;
+ self.owner.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * myradius, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
endpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- WarpZone_traceline_antilag(self.owner, org, endpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ WarpZone_traceline_antilag(self.owner, org, endpos + 4 * normalize(endpos - org), MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+
+ self.owner.dphitcontentsmask = oldsolid;
// apply the damage
if(trace_fraction < 1)