#include <common/t_items.qh>
#include <common/animdecide.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/monsters/_mod.qh>
#include <common/notifications/all.qh>
#include <common/util.qh>
float W_WeaponRateFactor(entity this)
{
- float t = 1.0 / g_weaponratefactor;
+ float t = 1;
+ if(g_weaponratefactor > 0)
+ t = 1.0 / g_weaponratefactor;
MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
t = M_ARGV(0, float);
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)
{
PS(actor).m_switchingweapon = WEP_Null;
this.state = WS_CLEAR;
actor.weaponname = "";
- // actor.items &= ~IT_AMMO;
return;
}