Weapon wep = this.(weaponentity).m_weapon;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- .entity wepent = weaponentities[slot];
- wep.wr_playerdeath(wep, this, wepent);
+ .entity went = weaponentities[slot];
+ wep.wr_playerdeath(wep, this, went);
}
RemoveGrapplingHooks(this);
// throw a weapon
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- .entity wepent = weaponentities[slot];
- SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(wepent).m_switchweapon.m_id, wepent);
+ .entity went = weaponentities[slot];
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_switchweapon.m_id, went);
}
// become fully visible