return false;
}
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
-
/**
* @param t defer thinking until time + t
* @param func next think function
entity this = actor.(weaponentity);
if (frametime) this.weapon_frametime = frametime;
- if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);