for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity went = weaponentities[slot];
- SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_switchweapon.m_id, went);
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
}
// become fully visible
teamsay = false;
}
- if(gameover)
+ if(game_stopped)
teamsay = false;
if (!source) {
if (!privatesay && source && !IS_PLAYER(source))
{
- if (!gameover)
+ if (!game_stopped)
if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
teamsay = -1; // spectators
}