Fix wrong projectile size used in W_Seeker_Fire_Missile
authorterencehill <piuntn@gmail.com>
Wed, 31 Aug 2022 20:08:51 +0000 (22:08 +0200)
committerterencehill <piuntn@gmail.com>
Wed, 31 Aug 2022 20:08:51 +0000 (22:08 +0200)
qcsrc/common/weapons/weapon/seeker.qc

index cdf7d6a2e3e3f83b3bd41a88bee123cce6597690..b65b0fe61b745ac934920a82aa6b58eb46a92066 100644 (file)
@@ -169,7 +169,7 @@ void W_Seeker_Fire_Missile(Weapon thiswep, entity actor, .entity weaponentity, v
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(seeker, missile_ammo), weaponentity);
 
        makevectors(actor.v_angle);
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-2 -2 -2', '2 2 2', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 2, SND_SEEKER_FIRE, CH_WEAPON_A, 0, ((m_target != NULL) ? thiswep.m_id | HITTYPE_SECONDARY : thiswep.m_id));
        w_shotorg += f_diff;
        W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);