-#endif
- sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
- self.weaponentity.state = WS_DROP;
- // set up weapon switch think in the future, and start drop anim
- weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
- //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
-#ifndef INDEPENDENT_ATTACK_FINISHED
+ #endif
+ sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ #ifndef INDEPENDENT_ATTACK_FINISHED