#include <server/autocvars.qh>
#include <server/constants.qh>
#include <server/defs.qh>
#include <server/autocvars.qh>
#include <server/constants.qh>
#include <server/defs.qh>
if (remaining & (it.m_wepset))
RandomSelection_Add(it, 0, string_null, 1, 1);
if (remaining & (it.m_wepset))
RandomSelection_Add(it, 0, string_null, 1, 1);
Weapon w = RandomSelection_chosen_ent;
result |= WepSet_FromWeapon(w);
remaining &= ~WepSet_FromWeapon(w);
Weapon w = RandomSelection_chosen_ent;
result |= WepSet_FromWeapon(w);
remaining &= ~WepSet_FromWeapon(w);
string output = strcat("weapons/", w_snd);
#ifdef SVQC
MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
string output = strcat("weapons/", w_snd);
#ifdef SVQC
MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
// check if an instant weapon switch occurred
setorigin(this, this.view_ofs);
// check if an instant weapon switch occurred
setorigin(this, this.view_ofs);
// reset animstate now
this.wframe = WFRAME_IDLE;
setanim(this, this.anim_idle, true, false, true);
// reset animstate now
this.wframe = WFRAME_IDLE;
setanim(this, this.anim_idle, true, false, true);