- w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
+ w_ready(wpn, actor, weaponentity, button_atck | (button_atck2 << 1));
+ return;
+ }
+ }
+
+ if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
+ {
+ .entity wepe1 = weaponentities[0];
+ entity wep1 = actor.(wepe1);
+ this.m_switchweapon = wep1.m_switchweapon;
+ entity store = IS_PLAYER(actor) ? PS(actor) : actor;
+ if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
+ {
+ this.m_weapon = WEP_Null;
+ this.m_switchingweapon = WEP_Null;
+ this.m_switchweapon = WEP_Null;
+ this.state = WS_CLEAR;
+ this.weaponname = "";