plyr.(weaponentity).m_switchweapon = PS(plyr).m_weapon;
plyr.weapons = WEPSET(NEXBALL);
Weapon w = WEP_NEXBALL;
- WITHSELF(plyr, w.wr_resetplayer(w, plyr));
+ w.wr_resetplayer(w, plyr);
PS(plyr).m_switchweapon = WEP_NEXBALL;
WITHSELF(plyr, W_SwitchWeapon(plyr, WEP_NEXBALL));
}
{
player.weapons = player.(weaponentity).weapons;
Weapon w = WEP_NEXBALL;
- WITHSELF(player, w.wr_resetplayer(w, player));
+ w.wr_resetplayer(w, player);
PS(player).m_switchweapon = player.(weaponentity).m_switchweapon;
W_SwitchWeapon(player, PS(player).m_switchweapon);
else
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
- WITHSELF(this, e.wr_resetplayer(e, this));
+ e.wr_resetplayer(e, this);
// all weapons must be fully loaded when we spawn
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
// reset fields the weapons may use just in case
FOREACH(Weapons, it != WEP_Null, LAMBDA(
- WITHSELF(this, it.wr_resetplayer(it, this));
+ it.wr_resetplayer(it, this);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;