continue;
FOREACH(Weapons, it != WEP_Null, {
- if(frag_target.weapons & WepSet_FromWeapon(it))
+ if(STAT(WEAPONS, frag_target) & WepSet_FromWeapon(it))
if(frag_target.(weaponentity).m_weapon != it)
if(W_IsWeaponThrowable(frag_target, it.m_id))
W_ThrowNewWeapon(frag_target, it.m_id, false, CENTER_OR_VIEWOFS(frag_target), randomvec() * 175 + '0 0 325', weaponentity);