MUTATOR_CALLHOOK(ClientDisconnect, this);
if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
+ if (CS(this).weaponorder_byimpulse) strunzone(CS(this).weaponorder_byimpulse);
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
if (this.clientstatus) strunzone(this.clientstatus);
- if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
if (this.personal) delete(this.personal);
this.playerid = 0;