RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, {
if (remaining & (it.m_wepset))
- RandomSelection_Add(it, 0, string_null, 1, 1);
+ RandomSelection_AddEnt(it, 1, 1);
});
Weapon w = RandomSelection_chosen_ent;
result |= WepSet_FromWeapon(w);
{
//int algn = STAT(GUNALIGN, this.owner);
int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
+ #ifdef SVQC
this.m_gunalign = algn;
+ #endif
vector v = this.movedir;
this.movedir = shotorg_adjust(v, false, false, algn);
this.view_ofs = shotorg_adjust(v, false, true, algn) - v;