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;
});
}
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+ bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+ bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+ int act = (primary_melee || secondary_melee)
? ANIMACTION_MELEE
: ANIMACTION_SHOOT
;
if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
if (player.player_blocked) return true;
+ if (gameover) return true;
if (STAT(FROZEN, player)) return true;
if (player.weapon_blocked) return true;
return false;