+ vector center = CENTER_OR_VIEWOFS(targ);
+
+ if (autocvar_g_player_damageplayercenter)
+ {
+ if (targ != attacker)
+ {
+ // always use target's bbox centerpoint
+ center = targ.origin + ((targ.mins + targ.maxs) * 0.5);
+ }
+ else // targ == attacker
+ {
+ #if 0
+ // code stolen from W_SetupShot_Dir_ProjectileSize_Range()
+ vector md = targ.(weaponentity).movedir;
+ vector dv = v_right * -md.y + v_up * md.z;
+ vector mi = '0 0 0', ma = '0 0 0';
+
+ if(IS_CLIENT(targ)) // no antilag for non-clients!
+ {
+ if(CS(targ).antilag_debug)
+ tracebox_antilag(targ, center, mi, ma, center + dv, MOVE_NORMAL, targ, CS(targ).antilag_debug);
+ else
+ tracebox_antilag(targ, center, mi, ma, center + dv, MOVE_NORMAL, targ, ANTILAG_LATENCY(targ));
+ }
+ else
+ tracebox(center, mi, ma, center + dv, MOVE_NORMAL, targ);
+
+ center.z = trace_endpos.z;
+ #else
+ // very cheap way but it skips move into solid checks which is fine most of the time for now AFAIK
+ // this should only really be an issue with some rare edge cases where
+ // shot origin was prevented from going into a ceiling but it still explodes at the ceiling
+ // shot origin wasn't raised as high as possible and the shooter gets upwards knockback
+ // TL;DR: no bugs if vertical shot origin is always within player bbox
+ center.z = center.z + targ.(weaponentity).movedir.z;
+ #endif
+ }
+ }