- entity view = actor.(weaponentity) = new(weaponentity);
- view.solid = SOLID_NOT;
- view.owner = actor;
- setmodel(view, MDL_Null); // precision set when changed
- setorigin(view, '0 0 0');
- view.weaponentity_fld = weaponentity;
- setthink(view, CL_Weaponentity_Think);
- view.nextthink = time;
- view.viewmodelforclient = actor;
- view.draggable = drag_undraggable;
- setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
-
- wepent_link(view);
+ entity w_ent = actor.(weaponentity) = new(weaponentity);
+ w_ent.solid = SOLID_NOT;
+ w_ent.owner = actor;
+ setmodel(w_ent, MDL_Null); // precision set when changed
+ setorigin(w_ent, '0 0 0');
+ w_ent.weaponentity_fld = weaponentity;
+ setthink(w_ent, CL_Weaponentity_Think);
+ w_ent.nextthink = time;
+ w_ent.viewmodelforclient = actor;
+ w_ent.draggable = drag_undraggable;
+ setcefc(w_ent, CL_Weaponentity_CustomizeEntityForClient);
+
+ wepent_link(w_ent);