entity player = M_ARGV(0, entity);
player.metertime = 0;
- .entity weaponentity = weaponentities[0];
- player.(weaponentity).weapons = '0 0 0';
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ player.(weaponentity).weapons = '0 0 0';
+ }
if (nexball_mode & NBM_BASKETBALL)
player.weapons |= WEPSET(NEXBALL);