this.items = 0;
this.weapons = '0 0 0';
+ this.dual_weapons = '0 0 0';
this.drawonlytoclient = this;
this.weaponmodel = "";
}
SetSpectatee_status(this, 0);
+ this.dual_weapons = '0 0 0';
+
this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
this.items = start_items;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- if(slot == 0)
+ if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
else
this.(weaponentity).m_switchweapon = WEP_Null;
this.superweapons_finished = spectatee.superweapons_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
this.weapons = spectatee.weapons;
+ this.dual_weapons = spectatee.dual_weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
void SetSpectatee(entity this, entity spectatee)
{
+ if(IS_BOT_CLIENT(this))
+ return; // bots abuse .enemy, this code is useless to them
+
entity old_spectatee = this.enemy;
this.enemy = spectatee;