return;
if (g_ca)
return;
+ if (g_cts)
+ return;
if(!autocvar_g_weapon_throwable)
return;
if(autocvar_g_weapon_stay == 1)
v_forward = fo;
v_right = ri;
v_up = up;
+ self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
+ self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; // exterior weaponmodel has the same glowmod
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{