v_forward = fo;
v_right = ri;
v_up = up;
- self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
+ self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
- self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; // exterior weaponmodel has the same glowmod
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{