- if (actor.(weaponentity))
- {
- actor.(weaponentity).wframe = fr;
- vector a = '0 0 0';
- if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
- else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
- else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
- else // if (fr == WFRAME_RELOAD)
- a = actor.(weaponentity).anim_reload;
- a.z *= g_weaponratefactor;
- wframe_send(actor, weaponentity, a, restartanim);
- }
+ vector a = '0 0 0';
+ this.wframe = fr;
+ if (fr == WFRAME_IDLE) a = this.anim_idle;
+ else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
+ else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
+ else // if (fr == WFRAME_RELOAD)
+ a = this.anim_reload;
+ a.z *= g_weaponratefactor;