WEP_CVAR(shockwave, blast_jump_force_velocitybias)
);
- center = CENTER_OR_VIEWOFS(head);
- final_force = normalize((center - attack_hitpos) + vel);
+ final_force = normalize((CENTER_OR_VIEWOFS(head) - attack_hitpos) + vel);
// now multiply the direction by force units
final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier);
)
);
- center = CENTER_OR_VIEWOFS(head);
- final_force = normalize(center - (attack_hitpos - (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias))));
+ final_force = normalize(CENTER_OR_VIEWOFS(head) - (attack_hitpos - (w_shotdir * WEP_CVAR(shockwave, blast_splash_force_forwardbias))));
//te_lightning2(world, attack_hitpos, (attack_hitpos + (final_force * 200)));
final_force = ((final_force * WEP_CVAR(shockwave, blast_splash_force)) * multiplier);
final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);