}
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- activeweapon = getstati(STAT_SWITCHWEAPON);
+ activeswitchweapon = getstati(STAT_SWITCHWEAPON);
+ activeweapon = getstati(STAT_WEAPON);
f = (serverflags & SERVERFLAG_TEAMPLAY);
if(f != teamplay)
{
weapid = self.impulse;
// draw background behind currently selected weapon
- if(self.weapon == activeweapon)
+ if(self.weapon == activeswitchweapon)
drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', wpnalpha, DRAWFLAG_NORMAL);
// draw the weapon accuracy