// needed for player sounds
this.model = "";
FixPlayermodel(this);
- }
+ }
setmodel(this, MDL_Null);
setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
this.view_ofs = '0 0 0';
PutObserverInServer(this);
} else if (IS_PLAYER(this)) {
if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
-
+
PlayerState_attach(this);
accuracy_resend(this);
do_crouch = false;
} else if (STAT(FROZEN, this)) {
do_crouch = false;
- } else if ((PS(this).m_weapon == WEP_SHOTGUN || PS(this).m_weapon == WEP_SHOCKWAVE) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
+ } else if ((PS(this).m_weapon == WEP_SHOTGUN || PS(this).m_weapon == WEP_SHOCKWAVE || PS(this).m_weapon == WEP_BLASTER) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
// WEAPONTODO: predict
do_crouch = false;
}