this.(weaponentity).weaponname = "";
this.(weaponentity).m_switchingweapon = WEP_Null;
this.(weaponentity).cnt = -1;
-
- W_WeaponFrame(this, weaponentity);
}
MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_WeaponFrame(this, weaponentity);
+ }
+
if (!warmup_stage && !this.alivetime)
this.alivetime = time;