From 195e442208c0f7c84ed6c5dfa6008474dc4db2e6 Mon Sep 17 00:00:00 2001 From: birchish Date: Sun, 9 Nov 2025 09:15:57 -0500 Subject: [PATCH] Fix dragons fury projectile offset ignoring cl_flipviewmodels --- src/game/shared/tf/tf_weapon_dragons_fury.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game/shared/tf/tf_weapon_dragons_fury.cpp b/src/game/shared/tf/tf_weapon_dragons_fury.cpp index c5d50367197..5214efadbea 100644 --- a/src/game/shared/tf/tf_weapon_dragons_fury.cpp +++ b/src/game/shared/tf/tf_weapon_dragons_fury.cpp @@ -147,14 +147,14 @@ CBaseEntity* CTFWeaponFlameBall::FireProjectile( CTFPlayer *pPlayer ) Vector vecForward, vecRight, vecUp; AngleVectors( pPlayer->EyeAngles(), &vecForward, &vecRight, &vecUp ); - float fRight = 8.f; + float fRight = 7.f; if ( IsViewModelFlipped() ) { fRight *= -1; } Vector vecSrc = pPlayer->Weapon_ShootPosition(); // Shoot from the right location - vecSrc = vecSrc + (vecUp * -9.0f) + (vecRight * 7.0f) + (vecForward * 3.0f); + vecSrc = vecSrc + ( vecUp * -9.0f ) + ( vecRight * fRight ) + ( vecForward * 3.0f ); QAngle angForward = pPlayer->EyeAngles();