diff --git a/resources/Schema/Entities/WeaponAssaultBlueView.xml b/resources/Schema/Entities/WeaponAssaultBlueView.xml
index e1d6b852..74db0157 100644
--- a/resources/Schema/Entities/WeaponAssaultBlueView.xml
+++ b/resources/Schema/Entities/WeaponAssaultBlueView.xml
@@ -92,7 +92,7 @@
Models/Weapons/Blue/AssaultWeaponBlue.mesh
-
+
@@ -131,7 +131,7 @@
Schema/Entities/RayAssaultBlue.xml
-
+
diff --git a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
index b58cf158..d6293bca 100644
--- a/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
+++ b/src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
@@ -235,7 +235,8 @@ void AssaultWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
float distance = traceRayDistance(origin, direction);
EntityWrapper ray = SpawnerSystem::Spawn(tracerSpawner, tracerSpawner);
if (ray.Valid()) {
- ((Field)ray["Transform"]["Scale"]).z(distance);
+ ((Field)ray["Transform"]["Scale"]).x(distance);
+ ((Field)ray["Transform"]["Position"]).z(-distance/2.f);
}
}
//MuzzleFlash
diff --git a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp
index 7627c227..a0a8f14e 100644
--- a/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp
+++ b/src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp
@@ -462,8 +462,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
}
// Temp hit decal
- EntityWrapper hit = ResourceManager::Load("Schema/Entities/HitTest.xml")->MergeInto(m_World);
- (Field)hit["Transform"]["Position"] = pick.Position;
+// EntityWrapper hit = ResourceManager::Load("Schema/Entities/HitTest.xml")->MergeInto(m_World);
+// (Field)hit["Transform"]["Position"] = pick.Position;
// Don't let us shoot ourselves in the foot somehow
if (victim == LocalPlayer) {
@@ -490,7 +490,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
}
damageSum[victim] += pelletDamage;
- ((Field)hit["Model"]["Color"]).z(1.f);
+ // ((Field)hit["Model"]["Color"]).z(1.f);
}
// Deal damage!