this.angles = this.spawn_angles;
this.solid = SOLID_NOT;
this.alpha = -1;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
}
else
{
this.alpha = 1;
this.solid = SOLID_CORPSE;
- this.movetype = MOVETYPE_PHYSICS;
+ set_movetype(this, MOVETYPE_PHYSICS);
}
}
}
wep.owner = item;
wep.solid = SOLID_CORPSE;
- wep.movetype = MOVETYPE_PHYSICS;
+ set_movetype(wep, MOVETYPE_PHYSICS);
wep.takedamage = DAMAGE_AIM;
wep.effects |= EF_NOMODELFLAGS; // disable the spinning
wep.colormap = item.owner.colormap;
wep.spawn_angles = item.angles;
item.effects |= EF_NODRAW; // hide the original weapon
- item.movetype = MOVETYPE_FOLLOW;
+ set_movetype(item, MOVETYPE_FOLLOW);
item.aiment = wep; // attach the original weapon
setSendEntity(item, func_null);
}