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i suggest to adjust in Character_FireWeapon the variable
vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;
possible solution: Add some correction value, perpendicular to Direction
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look at this screenshot [img url="http://cloud.github.com/downloads/CarmineZ/teeworlds/screenshot_2011-08-27_08-38-02.png"]
The projectile animation should be moved up a bit.
Won't work with the grenade, because it's spinning,
moved the player gun a bit down so it matches the projectile animatio…
…n. Closes #854