void CL_SpawnWeaponentity(entity e, .entity weaponentity)
{
entity view = e.(weaponentity) = new(weaponentity);
+ make_pure(view);
view.solid = SOLID_NOT;
view.owner = e;
setmodel(view, MDL_Null); // precision set when changed
if (weaponentity == weaponentities[0])
{
- entity exterior = e.exteriorweaponentity = spawn();
- exterior.classname = "exteriorweaponentity";
+ entity exterior = e.exteriorweaponentity = new(exteriorweaponentity);
+ make_pure(exterior);
exterior.solid = SOLID_NOT;
exterior.exteriorweaponentity = exterior;
exterior.owner = e;