// reset fields the weapons may use
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+ {
weapon_action(j, WR_RESETPLAYER);
+ // all weapons must be fully loaded when we spawn
+ entity e;
+ e = get_weaponinfo(j);
+ self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ }
+
oldself = self;
self = spot;
activator = oldself;