ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
}
- plyr.(weaponentity).weapons = STAT(WEAPONS, plyr);
+ STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
Weapon w = WEP_NEXBALL;
{
.entity weaponentity = weaponentities[slot];
- if(player.(weaponentity).weapons)
+ if(STAT(WEAPONS, player.(weaponentity)))
{
- STAT(WEAPONS, player) = player.(weaponentity).weapons;
+ STAT(WEAPONS, player) = STAT(WEAPONS, player.(weaponentity));
Weapon w = WEP_NEXBALL;
w.wr_resetplayer(w, player);
player.(weaponentity).m_switchweapon = player.m_switchweapon;
W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
- player.(weaponentity).weapons = '0 0 0';
+ STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
}
}
}
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- player.(weaponentity).weapons = '0 0 0';
+ STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
}
if (nexball_mode & NBM_BASKETBALL)