else
W_SwitchToOtherWeapon(this, weaponentity);
}
+
+// fix switchweapon (needed when spectating is disabled, as PutClientInServer comes too early)
+REPLICATE_APPLYCHANGE("cl_weaponpriority",
+ 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);
+ }
+);