#include <common/weapons/all.qh>
#include <common/state.qh>
-void thrown_wep_think()
-{SELFPARAM();
+void thrown_wep_think(entity this)
+{
this.nextthink = time;
if(this.oldorigin != this.origin)
{
this.SendFlags |= ISF_LOCATION;
this.oldorigin = this.origin;
}
- this.owner = world;
+ this.owner = NULL;
float timeleft = this.savenextthink - time;
if(timeleft > 1)
SUB_SetFade(this, this.savenextthink - 1, 1);
if(startitem_failed)
return string_null;
wep.glowmod = weaponentity_glowmod(info, own.clientcolors);
- wep.think = thrown_wep_think;
+ setthink(wep, thrown_wep_think);
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = true; // these are ALWAYS pickable