switch (viewmodel.state)
{
case WS_RAISE:
+ viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
+ break;
case WS_DROP:
- viewmodel.weapon_switchdelay = ReadFloat();
+ viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
break;
default:
viewmodel.weapon_switchdelay = 0;
WriteByte(channel, weaponentity.state);
WriteFloat(channel, weaponentity.weapon_nextthink);
WriteByte(channel, weaponentity.m_alpha * 255);
- Weapon w = Weapons_from(actor.weapon);
- switch (weaponentity.state)
- {
- case WS_RAISE:
- WriteFloat(channel, w.switchdelay_raise);
- break;
- case WS_DROP:
- WriteFloat(channel, w.switchdelay_drop);
- break;
- }
}
#endif