self = oldself;
if(startitem_failed)
return string_null;
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return "";
}
s = substring(s, 5, -1);
}
+ wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
wep.nextthink = time + 0.5;
return s;
v_forward = fo;
v_right = ri;
v_up = up;
- self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)