}\r
if(other.spectatee_status)\r
other = other.enemy; // also do this for the player we are spectating\r
- if(other.eater == self.owner)\r
+ if(other.predator == self.owner)\r
{\r
setmodel(self, "");\r
return TRUE;\r
self.weaponentity.effects = self.effects;\r
self.weaponentity.alpha = self.alpha;\r
self.weaponentity.colormap = self.colormap;\r
+ self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
}\r
\r
self.angles = '0 0 0';\r
self.alpha = self.owner.alpha;\r
else\r
self.alpha = 1;\r
+ self.colormod = self.owner.colormod; // used by the regurgitating colors\r
\r
ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);\r
ang_y = 0;\r
// the two weapon entities will notice this has changed and update their models\r
self.weapon = windex;\r
self.weaponname = e.mdl;\r
- self.bulletcounter = 0;\r
};\r
\r
// perform weapon to attack (weaponstate and attack_finished check is here)\r
}\r
ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();\r
}\r
- self.bulletcounter += 1;\r
//dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");\r
return TRUE;\r
};\r