this.(weaponentity).m_switchweapon = WEP_Null;
this.(weaponentity).weaponname = "";
this.(weaponentity).m_switchingweapon = WEP_Null;
- this.cnt = -1;
+ this.(weaponentity).cnt = -1;
}
if (!warmup_stage && !this.alivetime)
Weapon wep = this.(weaponentity).m_weapon;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- .entity weaponentity = weaponentities[slot];
- wep.wr_playerdeath(wep, this, weaponentity);
+ .entity wepent = weaponentities[slot];
+ wep.wr_playerdeath(wep, this, wepent);
}
RemoveGrapplingHooks(this);
// clear waypoints
WaypointSprite_PlayerDead(this);
// throw a weapon
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(weaponentity).m_switchweapon.m_id, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity wepent = weaponentities[slot];
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(wepent).m_switchweapon.m_id, wepent);
+ }
// become fully visible
this.alpha = default_player_alpha;