sprint(this, "Invalid weapon\n");
return false;
}
+ if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(this.dual_weapons & wpn.m_wepset))
+ return false; // no complaints needed
if (this.weapons & WepSet_FromWeapon(wpn))
{
if (andammo)