if(weaponLocked(actor)) return;
if(actor.vehicle) return;
- // TODO: offhand hook shoots from eye
+ int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
+ vector vs = hook_shotorigin[s];
+ vector oldmovedir = actor.(weaponentity).movedir;
+ actor.(weaponentity).movedir = vs;
W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
Send_Effect(EFFECT_HOOK_MUZZLEFLASH, w_shotorg, '0 0 0', 1);
+ actor.(weaponentity).movedir = oldmovedir;
entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
missile.owner = missile.realowner = actor;