sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
- entity meleetemp;
- meleetemp = spawn();
+ entity meleetemp = new(meleetemp);
+ make_pure(meleetemp);
meleetemp.realowner = actor;
meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();