\r
}\r
\r
+ // create or update the lasertarget entity\r
+\r
// if we are a micro or macro, size the weapon model accordingly\r
if(self.owner.scale && cvar("g_healthsize_weaponscalefactor"))\r
{\r
self.weaponentity.scale = (1 + cvar("g_healthsize_weaponscalefactor")) - cvar("g_healthsize_weaponscalefactor") * self.owner.scale;\r
self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weaponscalefactor_viewmodel_pos");\r
- dprint(strcat(ftos(self.weaponentity.origin_z), "\n"));\r
}\r
-\r
- // create or update the lasertarget entity\r
};\r
\r
void CL_ExteriorWeaponentity_Think()\r
self.angles = ang;\r
}\r
\r
+ // if we are a micro or macro, size the weapon model accordingly\r
+ if(self.owner.scale && cvar("g_healthsize_weaponscalefactor"))\r
+ {\r
+ self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first\r
+ self.scale = (1 - cvar("g_healthsize_weaponscalefactor")) + cvar("g_healthsize_weaponscalefactor") * self.scale;\r
+ }\r
+\r
self.colormap = self.owner.colormap;\r
self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
};\r