draggee.ltime = max(servertime + serverframetime, draggee.ltime); // fixes func_train breakage
vector vecs = '0 0 0';
- int slot = 0; // TODO: unhardcode
- if(dragger.weaponentity[slot].movedir_x > 0)
- vecs = dragger.weaponentity[slot].movedir;
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ if(dragger.(weaponentity).movedir.x > 0)
+ vecs = dragger.(weaponentity).movedir;
vector dv = v_right * -vecs_y + v_up * vecs_z;