}
}
- if (this.m_switchweapon == WEP_Null)
- {
- this.m_weapon = WEP_Null;
- this.m_switchingweapon = WEP_Null;
- this.state = WS_CLEAR;
- this.weaponname = "";
- return;
- }
-
if(autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0)
{
.entity wepe1 = weaponentities[0];
}
}
+ if (this.m_switchweapon == WEP_Null)
+ {
+ this.m_weapon = WEP_Null;
+ this.m_switchingweapon = WEP_Null;
+ this.state = WS_CLEAR;
+ this.weaponname = "";
+ return;
+ }
+
makevectors(actor.v_angle);
vector fo = v_forward; // save them in case the weapon think functions change it
vector ri = v_right;