self.weaponmodel = "";
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- self.weaponentity[slot] = NULL;
+ self.weaponentities[slot] = NULL;
}
self.exteriorweaponentity = world;
self.killcount = FRAGS_SPECTATOR;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- CL_SpawnWeaponentity(this, slot);
+ CL_SpawnWeaponentity(this, weaponentities[slot]);
}
this.alpha = default_player_alpha;
this.colormod = '1 1 1' * autocvar_g_player_brightness;
// WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
// It cannot be predicted by the engine!
- int slot = 0; // TODO: unhardcode
- if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity[slot].wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
if (do_crouch)