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authorChristopher Schwarz <lakitu7@gmail.com>2010-08-04 01:48:43 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:17:41 +0000
commit1ed379dd24f9b3a21719c819063566d7d0bb2d23 (patch)
tree48cf494a742ff2b138ba2e5d518e8fa29b6a3332 /src/game/g_combat.c
parent8c8d1963c3850f89196a8a0ae6c0a802d19837cf (diff)
* (bug 4688) Fix locational damage being applied backwards from the front versus the back (thanks F50, kevlarman)
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r--src/game/g_combat.c2
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 ] -