// reset fields the weapons may use
for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- _WEP_ACTION(j, WR_RESETPLAYER);
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
// all weapons must be fully loaded when we spawn
entity e = get_weaponinfo(j);