#include "../common/items/_mod.qh"
#include "../common/state.qh"
#include "../common/effects/qc/globalsound.qh"
+#include "../common/wepent.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/anglestransform.qh"
#include "../lib/warpzone/server.qh"
// fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
if (f > 0)
{
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if (s == "cl_weaponpriority")
- if (this.(weaponentity)) this.(weaponentity).m_switchweapon = w_getbestweapon(this);
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
+ this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+ }
+ }
if (s == "cl_allow_uidtracking")
PlayerStats_GameReport_AddPlayer(this);
}
if(this.classname == "nade")
return false; // no checks here
else if(this.classname == "grapplinghook")
- RemoveGrapplingHook(this.realowner);
+ RemoveHook(this);
else if(this.classname == "spike")
{
W_Crylink_Dequeue(this);