t = (weaponinfo.spawnflags & WEP_FLAG_NORMAL);
else if(t < -1)
t = 0;
- else if (g_race || g_cts)
- t = (i == WEP_LASER);
+ else if (g_race)
+ t = (i == WEP_LASER || i == WEP_SHOTGUN);
+ else if (g_cts)
+ t = (i == WEP_SHOTGUN);
else if (g_nexball)
t = 0; // weapon is set a few lines later
else
if (!g_weapon_stay && (cvar("deathmatch") == 2))
g_weapon_stay = 1;
+ if (!g_weapon_stay && g_cts)
+ g_weapon_stay = 1;
+
g_ghost_items = cvar("g_ghost_items");
if(g_ghost_items >= 1)
self = e_old;
}
//dprint("Delayed initialization: ", self.classname, "\n");
- func();
+ if(func != func_null)
+ func();
+ else
+ {
+ eprint(self);
+ backtrace(strcat("Null function in: ", self.classname, "\n"));
+ }
self = e;
}
}