void Weapon_whereis(Weapon this, entity cl)
{
if (!autocvar_g_showweaponspawns) return;
- IL_EACH(g_items, it.weapon == this.m_id && (it.ItemStatus & ITS_AVAILABLE),
+ IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
{
if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
continue;
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)