self.realowner.porto_current = world;
- if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !WEPSET_CONTAINS_EW(self.realowner, WEPBIT_PORTO))
+ if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !WEPSET_CONTAINS_EW(self.realowner, WEP_PORTO))
{
setsize (self, '-16 -16 0', '16 16 32');
setorigin(self, self.origin + trace_plane_normal);
float w_nexball_weapon(float req);
float w_porto(float req)
{
- vector v_angle_save;
+ //vector v_angle_save;
if (g_nexball) { return w_nexball_weapon(req); }
if (req == WR_AIM)
ClientData_Touch(self);
}
}
- v_angle_save = self.v_angle;
if(self.porto_v_angle_held)
makevectors(self.porto_v_angle); // override the previously set angles