self.weaponname = "";
self.switchingweapon = 0;
self.weaponmodel = "";
- self.weaponentity = world;
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ self.weaponentity[slot] = NULL;
+ }
self.exteriorweaponentity = world;
self.killcount = FRAGS_SPECTATOR;
self.velocity = '0 0 0';
this.killcount = 0;
}
- CL_SpawnWeaponentity(this);
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ CL_SpawnWeaponentity(this, slot);
+ }
this.alpha = default_player_alpha;
this.colormod = '1 1 1' * autocvar_g_player_brightness;
this.exteriorweaponentity.alpha = default_weapon_alpha;
// WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
// It cannot be predicted by the engine!
- if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
+ int slot = 0; // TODO: unhardcode
+ if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity[slot].wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
if (do_crouch)