* call again with ""
* remove the ent
*/
-void CL_WeaponEntity_SetModel(entity this, string name)
+void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
{
if (name == "")
{
// check if an instant weapon switch occurred
setorigin(this, this.view_ofs);
+ if (!_anim) return;
// reset animstate now
this.wframe = WFRAME_IDLE;
setanim(this, this.anim_idle, true, false, true);