Don't multiply RPC shot direction by 1000 either
authorMario <mario.mario@y7mail.com>
Thu, 16 Jul 2020 19:33:06 +0000 (05:33 +1000)
committerMario <mario.mario@y7mail.com>
Thu, 16 Jul 2020 19:33:06 +0000 (05:33 +1000)
qcsrc/common/mutators/mutator/overkill/okrpc.qc

index 57d5947..ea3c63b 100644 (file)
@@ -90,7 +90,7 @@ void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .ent
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
        W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
-       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_RPC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_RPC_MUZZLEFLASH, w_shotorg, w_shotdir);
        PROJECTILE_MAKETRIGGER(missile);
 
        missile.owner = missile.realowner = actor;