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author | Christopher Schwarz <lakitu7@gmail.com> | 2010-08-04 01:48:43 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:17:41 +0000 |
commit | 1ed379dd24f9b3a21719c819063566d7d0bb2d23 (patch) | |
tree | 48cf494a742ff2b138ba2e5d518e8fa29b6a3332 | |
parent | 8c8d1963c3850f89196a8a0ae6c0a802d19837cf (diff) |
* (bug 4688) Fix locational damage being applied backwards from the front versus the back (thanks F50, kevlarman)
-rw-r--r-- | src/game/g_combat.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 94e8b265..5f93de5d 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -762,7 +762,7 @@ static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *att hitRatio = hitRelative / clientHeight; // Get the yaw of the attack relative to the target's view yaw - VectorSubtract( targOrigin, point, bulletPath ); + VectorSubtract( point, targOrigin, bulletPath ); vectoangles( bulletPath, bulletAngle ); hitRotation = AngleNormalize360( targ->client->ps.viewangles[ YAW ] - |