//this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
+ for(int slot = 0; slot < MAX_AXH; ++slot)
+ {
+ entity axh = this.(AuxiliaryXhair[slot]);
+ this.(AuxiliaryXhair[slot]) = NULL;
+ if(axh && axh.owner == this)
+ delete(axh);
+ }
+
this.weaponmodel = "";
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
this.spawnpoint_targ = NULL;
+ for(int slot = 0; slot < MAX_AXH; ++slot)
+ {
+ entity axh = this.(AuxiliaryXhair[slot]);
+ this.(AuxiliaryXhair[slot]) = NULL;
+ if(axh && axh.owner == this)
+ delete(axh);
+ }
+
this.crouch = false;
this.view_ofs = STAT(PL_VIEW_OFS, this);
setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));