entity a = CS(this).accuracy;
if (!a) return;
if (!hit && !fired) return;
+ if (w == WEP_Null.m_id) return;
w -= WEP_FIRST;
int b = accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w]);
if (hit) a.accuracy_hit [w] += hit;
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))