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;
}