void spawnfunc_weapon_nex (void); // defined in t_items.qc
-.float sent_nex_scope;
float w_nex(float req)
{
if (req == WR_AIM)
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
}
}
- else
- {
- if(clienttype(self) == CLIENTTYPE_REAL)
- if(!self.sent_nex_scope)
- {
- msg_entity = self;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_NEX_SCOPE);
- self.sent_nex_scope = 1;
- }
- }
}
}
else if (req == WR_PRECACHE)