CSQCMODEL_AUTOUPDATE(this);
this.nextthink = time;
}
-void CopyBody(entity this, float keepvelocity)
+entity CopyBody(entity this, float keepvelocity)
{
if (this.effects & EF_NODRAW)
- return;
+ return NULL;
entity clone = new(body);
clone.enemy = this;
clone.lip = this.lip;
IL_PUSH(g_clones, clone);
MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
+
+ return clone;
}
void player_setupanimsformodel(entity this)
.float CopyBody_nextthink;
.void(entity this) CopyBody_think;
void CopyBody_Think(entity this);
-void CopyBody(entity this, float keepvelocity);
+entity CopyBody(entity this, float keepvelocity);
void player_setupanimsformodel(entity this);