e.solid = SOLID_NOT;
e.movetype = MOVETYPE_NONE;
e.takedamage = DAMAGE_NO;
- if(e.weaponentity)
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- e.weaponentity.effects = EF_NODRAW;
- if (e.weaponentity.weaponentity)
- e.weaponentity.weaponentity.effects = EF_NODRAW;
+ if(e.weaponentity[slot])
+ {
+ e.weaponentity[slot].effects = EF_NODRAW;
+ if (e.weaponentity[slot].weaponentity[slot])
+ e.weaponentity[slot].weaponentity[slot].effects = EF_NODRAW;
+ }
}
if(IS_REAL_CLIENT(e))
{