#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);
else this.alpha = 1;
Weapon wep = PS(this.owner).m_weapon;
- if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
+ if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
this.colormap = this.owner.colormap;
CSQCMODEL_AUTOUPDATE(this);