if(set_owner)
_nade.realowner = e;
- .entity weaponentity = _nade.weaponentity_fld;
- if(e.(weaponentity))
- e.(weaponentity).nodrawtoclient = e; // restore it!
-
settouch(_nade, nade_touch);
_nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
SetResourceAmount(_nade, RESOURCE_HEALTH, autocvar_g_nades_nade_health);
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, player.(weaponentity), "");
- if(player.(weaponentity))
- player.(weaponentity).nodrawtoclient = NULL; // temporarily allow server side view model
fn.realowner = fn.owner = player;
fn.colormod = Nades_from(STAT(NADE_BONUS_TYPE, n)).m_color;
fn.colormap = player.colormap;
setthink(view, CL_Weaponentity_Think);
view.nextthink = time;
view.viewmodelforclient = actor;
- view.nodrawtoclient = actor;
view.draggable = drag_undraggable;
setcefc(view, CL_Weaponentity_CustomizeEntityForClient);