From: Mario Date: Mon, 25 Jun 2018 03:03:01 +0000 (+1000) Subject: Run the weapon frame after calling the weaponselect mutator hook, fixes mutators... X-Git-Tag: xonotic-v0.8.5~1986 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=bd214c56bec96e4d4098de002f959dcad7998804;p=xonotic%2Fxonotic-data.pk3dir.git Run the weapon frame after calling the weaponselect mutator hook, fixes mutators that change held weapon on spawn --- diff --git a/qcsrc/server/client.qc b/qcsrc/server/client.qc index cf114e5f0..43174dd55 100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@ -750,12 +750,16 @@ void PutPlayerInServer(entity this) this.(weaponentity).weaponname = ""; this.(weaponentity).m_switchingweapon = WEP_Null; this.(weaponentity).cnt = -1; - - W_WeaponFrame(this, weaponentity); } MUTATOR_CALLHOOK(PlayerWeaponSelect, this); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + W_WeaponFrame(this, weaponentity); + } + if (!warmup_stage && !this.alivetime) this.alivetime = time;