else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
culprit = attacker.weapon;
- if(g_weaponarena_random_with_laser && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
+ if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
{
// no exchange
}