{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
+ bool is_dualwielding = W_DualWielding(this);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
-
- if(autocvar_g_weaponswitch_debug != 1)
- break;
+ vector md = this.(weaponentity).movedir;
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
+ vector dv = v_right * -vecs.y;
+ if(!is_dualwielding)
+ dv = '0 0 0'; // don't override!
+ W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), dv, true);
+
+ if(autocvar_g_weaponswitch_debug == 2)
+ break; // in this mode, the off-hand weapon is selected based on the primary weapon, don't drop it twice!
}
}