vs = hook_shotorigin[s];
if(self.sv_entnum == player_localentnum - 1)
- a = view_origin + view_forward * vs_x + view_right * vs_y + view_up * vs_z;
+ a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z;
else
a = self.HookStart;
b = self.HookEnd;
vs = electro_shotorigin[s];
if(self.sv_entnum == player_localentnum - 1)
- a = view_origin + view_forward * vs_x + view_right * vs_y + view_up * vs_z;
+ a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z;
else
a = self.LGBeamStart;
b = self.LGBeamEnd;
vs = hook_shotorigin[s];
makevectors(self.owner.v_angle);
- org = self.owner.origin + self.owner.view_ofs + v_forward * vs_x + v_right * vs_y + v_up * vs_z;
+ org = self.owner.origin + self.owner.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);
if(self.hook_length < 0)
// UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
- org = self.origin + self.view_ofs + v_forward * vs_x + v_right * vs_y + v_up * vs_z;
+ org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
missile = WarpZone_RefSys_SpawnSameRefSys(self);
{
if(g_grappling_hook)
{
- hook_shotorigin[0] = '8 -8 -12';
- hook_shotorigin[1] = '8 -8 -12';
- hook_shotorigin[2] = '8 -8 -12';
- hook_shotorigin[3] = '8 -8 -12';
+ hook_shotorigin[0] = '8 8 -12';
+ hook_shotorigin[1] = '8 8 -12';
+ hook_shotorigin[2] = '8 8 -12';
+ hook_shotorigin[3] = '8 8 -12';
}
else
{
weapon_action(WEP_HOOK, WR_PRECACHE);
- hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 1);
- hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 2);
- hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 3);
- hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 4);
+ hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1);
+ hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2);
+ hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3);
+ hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 4);
}
}
void ElectroInit()
{
weapon_action(WEP_ELECTRO, WR_PRECACHE);
- electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), TRUE, FALSE, 1);
- electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), TRUE, FALSE, 2);
- electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), TRUE, FALSE, 3);
- electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), TRUE, FALSE, 4);
+ electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+ electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+ electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+ electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
}
void spawnfunc_weapon_electro (void)