//print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
Damage(target_victim, this.realowner, this.realowner,
- swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
+ swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
this.realowner.origin + this.realowner.view_ofs,
v_forward * WEP_CVAR_SEC(shotgun, force));
meleetemp.realowner = actor;
setthink(meleetemp, W_Shotgun_Melee_Think);
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
+ meleetemp.weaponentity_fld = weaponentity;
W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}