setmodel(view, MDL_Null); // precision set when changed
setorigin(view, '0 0 0');
view.weaponentity_fld = weaponentity;
- view.think = CL_Weaponentity_Think;
+ setthink(view, CL_Weaponentity_Think);
view.nextthink = time;
view.viewmodelforclient = actor;
view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
exterior.solid = SOLID_NOT;
exterior.owner = actor;
setorigin(exterior, '0 0 0');
- exterior.think = CL_ExteriorWeaponentity_Think;
+ setthink(exterior, CL_ExteriorWeaponentity_Think);
exterior.nextthink = time;
CSQCMODEL_AUTOINIT(exterior);