PS(it).m_switchweapon = w_getbestweapon(it);
});
}
+
+ return false;
}
bool NIX_CanChooseWeapon(int wpn)
RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, LAMBDA(
if(NIX_CanChooseWeapon(it.m_id))
- RandomSelection_Add(world, it.m_id, string_null, 1, (it.m_id != nix_weapon));
+ RandomSelection_Add(NULL, it.m_id, string_null, 1, (it.m_id != nix_weapon));
));
nix_nextweapon = RandomSelection_chosen_float;
}
else
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
- WITHSELF(this, e.wr_resetplayer(e, this));
+ e.wr_resetplayer(e, this);
// all weapons must be fully loaded when we spawn
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars