+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self.realowner, ANTILAG_LATENCY(self.realowner));
// draw lightning beams for debugging
//te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);