for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo"))))
+ if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < cvar(strcat("g_balance_", e.netname, "_reload_ammo")))) // WEAPONTODO
self.switchweapon = i;
}
}
{
// If no weapon was chosen get the first available weapon
if(self.weapon==0)
- for(i=WEP_LASER + 1; i < WEP_COUNT ; ++i)
+ for(i=WEP_BLASTER + 1; i < WEP_COUNT ; ++i) // Samual: This seems strange compared to other weapon loops...
{
if(client_hasweapon(self, i, TRUE, FALSE))
{