#include "weaponsystem.qh"
#include "../g_damage.qh"
-#include "../g_subs.qh"
#include "../antilag.qh"
#include <common/constants.qh>
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
float oldsolid = ent.dphitcontentsmask;
Weapon wep = DEATH_WEAPONOF(deathtype);
- if (wep == WEP_Null)
- wep = ent.(weaponentity).m_weapon; // TODO: don't fall back, if the attack isn't a weapon we don't want it to affect the user's held weapon!
if(!IS_CLIENT(ent))
antilag = false; // no antilag for non-clients!
if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
w_shotorg = trace_endpos - v_forward * nudge;
// calculate the shotdir from the chosen shotorg
- w_shotdir = normalize(w_shotend - w_shotorg);
+ if(W_DualWielding(ent))
+ w_shotdir = s_forward;
+ else
+ w_shotdir = normalize(w_shotend - w_shotorg);
//vector prevdir = w_shotdir;
//vector prevorg = w_shotorg;
ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
+ sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}