From 35fe966e3c374eca5e6ec63028506db0ad31a289 Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 17 Jul 2020 05:33:06 +1000 Subject: [PATCH] Don't multiply RPC shot direction by 1000 either --- qcsrc/common/mutators/mutator/overkill/okrpc.qc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/qcsrc/common/mutators/mutator/overkill/okrpc.qc b/qcsrc/common/mutators/mutator/overkill/okrpc.qc index 57d5947ae..ea3c63b02 100644 --- a/qcsrc/common/mutators/mutator/overkill/okrpc.qc +++ b/qcsrc/common/mutators/mutator/overkill/okrpc.qc @@ -90,7 +90,7 @@ void W_OverkillRocketPropelledChainsaw_Attack(Weapon thiswep, entity actor, .ent W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity); W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id); - W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_RPC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000); + W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, MDL_RPC_MUZZLEFLASH, w_shotorg, w_shotdir); PROJECTILE_MAKETRIGGER(missile); missile.owner = missile.realowner = actor; -- 2.39.2