- if(this.(weaponentity).m_switchweapon != w)
- {
- if(client_hasweapon(this, w, weaponentity, true, true)) // NOTE: still complains
- W_SwitchWeapon_Force(this, w, weaponentity);
- else
- {
- this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
- W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
- }
- }
- else if(!forbidWeaponUse(this))
- {
- entity actor = this;
- w.wr_reload(w, actor, weaponentity);
- }
+ if(!W_SwitchWeapon(this, w, weaponentity))
+ W_NextWeaponOnImpulse(this, w.impulse, weaponentity);