excess = M_ARGV(4, float);
Weapon wep = PS(this).m_weapon;
- wep.wr_playerdeath(wep, this);
+ /*for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ wep.wr_playerdeath(wep, this, weaponentity);
+ }*/
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ wep.wr_playerdeath(wep, this, weaponentity);
RemoveGrapplingHook(this);