MUTATOR_CALLHOOK(DropSpecialItems, player);
}
-void CopyBody_Think(void)
+void CopyBody_Think()
{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
animdecide_setstate(self, 0, false);
}
-void player_anim (void)
+void player_anim ()
{SELFPARAM();
int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
animdecide_setstate(self, animbits, false);
animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
- int slot = 0; // TODO: unhardcode
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
{
- if (self.weaponentity[slot])
+ if (self.(weaponentity))
{
- updateanim(self.weaponentity[slot]);
- if (!self.weaponentity[slot].animstate_override)
- setanim(self.weaponentity[slot], self.weaponentity[slot].anim_idle, true, false, false);
+ updateanim(self.(weaponentity));
+ if (!self.(weaponentity).animstate_override)
+ setanim(self.(weaponentity), self.(weaponentity).anim_idle, true, false, false);
}
}
}