e.takedamage = DAMAGE_NO;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- if(e.weaponentity[slot])
+ .entity weaponentity = weaponentities[slot];
+ if(e.(weaponentity))
{
- e.weaponentity[slot].effects = EF_NODRAW;
- if (e.weaponentity[slot].weaponentity[slot])
- e.weaponentity[slot].weaponentity[slot].effects = EF_NODRAW;
+ e.(weaponentity).effects = EF_NODRAW;
+ if (e.(weaponentity).(weaponentity))
+ e.(weaponentity).(weaponentity).effects = EF_NODRAW;
}
}
if(IS_REAL_CLIENT(e))