WepSet_AddStat_InMap();
addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);
addstat(STAT_SWITCHINGWEAPON, AS_INT, switchingweapon);
+ addstat(STAT_WEAPON_NEXTTHINK, AS_FLOAT, weapon_nextthink);
addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);
addstat(STAT_ROUNDSTARTTIME, AS_FLOAT, stat_round_starttime);
addstat(STAT_ALLOW_OLDVORTEXBEAM, AS_INT, stat_allow_oldvortexbeam);
if(e.(weaponentity))
{
e.(weaponentity).effects = EF_NODRAW;
- if (e.(weaponentity).(weaponentity))
- e.(weaponentity).(weaponentity).effects = EF_NODRAW;
+ if (e.(weaponentity).weaponchild)
+ e.(weaponentity).weaponchild.effects = EF_NODRAW;
}
}
if(IS_REAL_CLIENT(e))