.entity exteriorweaponentity;
vector weaponentity_glowmod(Weapon wep, int c)
{
- if(!wep)
- return '1 1 1'; // ???
vector g;
if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
return g;
weapon_defaultspawnfunc(wep, info);
if(startitem_failed)
return string_null;
- wep.glowmod = weaponentity_glowmod(wep, own.clientcolors);
+ wep.glowmod = weaponentity_glowmod(info, own.clientcolors);
wep.think = thrown_wep_think;
wep.savenextthink = wep.nextthink;
wep.nextthink = min(wep.nextthink, time + 0.5);