void CL_Weaponentity_Think(entity this)
{
this.nextthink = time;
- if (intermission_running) this.frame = this.anim_idle.x;
+ if (gameover) this.frame = this.anim_idle.x;
.entity weaponentity = this.weaponentity_fld;
if (this.owner.(weaponentity) != this)
{