CL_WeaponEntity_SetModel(e, wi.mdl, false);
vector ret = e.movedir;
CL_WeaponEntity_SetModel(e, "", false);
- remove(e);
+ delete(e);
return ret;
}
if (this.owner.(weaponentity) != this)
{
// owner has new gun; remove old one
- if (this.weaponchild) remove(this.weaponchild);
- remove(this);
+ if (this.weaponchild) delete(this.weaponchild);
+ delete(this);
return;
}
if (IS_DEAD(this.owner))
this.nextthink = time;
if (this.owner.exteriorweaponentity != this)
{
- remove(this);
+ delete(this);
return;
}
if (IS_DEAD(this.owner))
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
{
- FOREACH_ENTITY_ENT(owner, actor,
+ IL_EACH(g_mines, it.owner == actor,
{
- if(it.classname != "mine") continue;
- if(it.owner == actor) return false;
+ return false;
});
}