return substring(o, 1, -1);
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
+string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
{
return W_FixWeaponOrder(order, 0);
}
string output = strcat("weapons/", w_snd);
#ifdef SVQC
MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
- return weapon_sound_output;
+ return M_ARGV(1, string);
#else
return output;
#endif
{
string output = strcat("models/weapons/", w_mdl);
MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
- return weapon_model_output;
+ return M_ARGV(1, string);
}
#ifndef MENUQC
* call again with ""
* remove the ent
*/
-void CL_WeaponEntity_SetModel(entity this, string name)
+void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
{
if (name == "")
{
// check if an instant weapon switch occurred
setorigin(this, this.view_ofs);
+ if (!_anim) return;
// reset animstate now
this.wframe = WFRAME_IDLE;
setanim(this, this.anim_idle, true, false, true);