if (!g_weaponarena_random) return;
entity player = M_ARGV(0, entity);
- if (g_weaponarena_random_with_blaster) player.weapons &= ~WEPSET(BLASTER);
+ if (g_weaponarena_random_with_blaster) STAT(WEAPONS, player) &= ~WEPSET(BLASTER);
W_RandomWeapons(player, g_weaponarena_random);
- if (g_weaponarena_random_with_blaster) player.weapons |= WEPSET(BLASTER);
+ if (g_weaponarena_random_with_blaster) STAT(WEAPONS, player) |= WEPSET(BLASTER);
}