// if there's no skeleton, object origin will automatically be selected
FOR_EACH_TAG(self)
{
+ if(!tagnum)
+ continue; // skip empty bones
// blacklist bones positioned outside the mesh, or the effect will be floating
// TODO: Do we have to do it this way? Why do these bones exist at all?
if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
continue; // player model bone blacklist
- if(gettaginfo_name == "")
- continue; // skip empty bones
// now choose the bone closest to impact origin
if(vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone)))