player.flags |= FL_PICKUPITEMS;
player.dphitcontentsmask |= DPCONTENTS_BODY;
- if(autocvar_g_br_startweapons)
- {
- SetResource(player, RES_SHELLS, start_ammo_shells);
- SetResource(player, RES_BULLETS, start_ammo_nails);
- SetResource(player, RES_ROCKETS, start_ammo_rockets);
- SetResource(player, RES_CELLS, start_ammo_cells);
- SetResource(player, RES_PLASMA, start_ammo_plasma);
- SetResource(player, RES_FUEL, start_ammo_fuel);
- STAT(WEAPONS, player) = player.br_wepset_old;
-
- .entity weaponentity = weaponentities[0];
- W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
- }
+ SetResource(player, RES_SHELLS, start_ammo_shells);
+ SetResource(player, RES_BULLETS, start_ammo_nails);
+ SetResource(player, RES_ROCKETS, start_ammo_rockets);
+ SetResource(player, RES_CELLS, start_ammo_cells);
+ SetResource(player, RES_PLASMA, start_ammo_plasma);
+ SetResource(player, RES_FUEL, start_ammo_fuel);
+ STAT(WEAPONS, player) = player.br_wepset_old;
+
+ .entity weaponentity = weaponentities[0];
+ W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
}
}
}
SetResource(it, RES_PLASMA, 0);
SetResource(it, RES_FUEL, 0);
STAT(WEAPONS, it) = '0 0 0';
- it.br_wepset_old = start_weapons;
+ it.br_wepset_old = autocvar_g_br_startweapons ? start_weapons : '0 0 0';
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
it.br_weapon_prev[slot] = WEP_Null;