diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 4465efa9..accc664e 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -149,39 +149,24 @@ static void G_WideTrace( trace_t *tr, gentity_t *ent, float range, if( !ent->client ) return; - // Try a linear trace first - VectorMA( muzzle, range + width, forward, end ); - G_UnlaggedOn( ent, muzzle, range + width ); - trap_Trace( tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); + VectorMA( muzzle, range, forward, end ); + + // Trace against entities + trap_Trace( tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_BODY ); if( tr->entityNum != ENTITYNUM_NONE ) - { - // We hit something with the linear trace *target = &g_entities[ tr->entityNum ]; - } - else - { - // The linear trace didn't hit anything, so retry with a wide trace - VectorMA( muzzle, range, forward, end ); - // Trace against entities - trap_Trace( tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_BODY ); - if( tr->entityNum != ENTITYNUM_NONE ) - { - *target = &g_entities[ tr->entityNum ]; - - // Set range to the trace length plus the width, so that the end of the - // LOS trace is close to the exterior of the target's bounding box - range = Distance( muzzle, tr->endpos ) + width; - VectorMA( muzzle, range, forward, end ); + // Set range to the trace length plus the width, so that the end of the + // LOS trace is close to the exterior of the target's bounding box + range = Distance( muzzle, tr->endpos ) + width; + VectorMA( muzzle, range, forward, end ); - // Trace for line of sight against the world - trap_Trace( tr, muzzle, NULL, NULL, end, 0, CONTENTS_SOLID ); - if( tr->fraction < 1.0f ) - *target = NULL; - } - } + // Trace for line of sight against the world + trap_Trace( tr, muzzle, NULL, NULL, end, ent->s.number, CONTENTS_SOLID ); + if( tr->entityNum != ENTITYNUM_NONE ) + *target = &g_entities[ tr->entityNum ]; G_UnlaggedOff( ); }