if (!ps) return; // initial connect
PS(this) = NULL;
+ if (ps.m_client != this) return; // don't own state, spectator
ps.m_switchweapon = WEP_Null;
ps.m_weapon = WEP_Null;
ps.m_switchingweapon = WEP_Null;
ps.ps_push(ps, this);
-
- if (ps.m_client != this) return; // don't own state, spectator
+
FOREACH_CLIENT(PS(it) == ps, { PS(it) = NULL; });
delete(ps);