if(self.owner.weaponname == "" || self.owner.deadflag != DEAD_NO)\r
return TRUE;\r
\r
- if(other.spectatee_status)\r
+ if(other.spectatee_status == num_for_edict(other.enemy))\r
other = other.enemy; // also do this for the player we are spectating\r
\r
if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
self.alpha = 1;\r
\r
self.colormap = self.owner.colormap;\r
+ self.colormod = self.owner.colormod;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
if (self.weaponentity)\r
{\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
+ self.weaponentity.glowmod = self.glowmod;\r
}\r
\r
self.angles = '0 0 0';\r
}\r
\r
self.colormap = self.owner.colormap;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
};\r
\r