return ret;
}
-void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright, vector screenup)
+void W_HitPlotAnalysis(entity player, .entity weaponentity, vector screenforward, vector screenright, vector screenup)
{
vector hitplot;
vector org;
antilag_takeback(trace_ent, store, time - lag);
hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
antilag_restore(trace_ent, store);
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
fputs(player.hitplotfh, strcat(ftos(hitplot.x), " ", ftos(hitplot.y), " ", ftos(hitplot.z), " ", ftos(player.(weaponentity).m_switchweapon.m_id), "\n"));
//print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
}