self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
self.weapons = WEPSET_PORTO;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = WEP_PORTO;
W_SwitchWeapon(WEP_PORTO);
self = ownr;
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
}
- else if(req == WR_PRECACHE)
+ else if(req == WR_INIT)
{
precache_model("models/weapons/g_porto.md3");
precache_model("models/weapons/v_porto.md3");
}
else if(req == WR_SETUP)
{
- weapon_setup(WEP_PORTO);
+ //weapon_setup(WEP_PORTO);
}
// No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE
return TRUE;
if(self.weaponentity.weapons)
{
self.weapons = self.weaponentity.weapons;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = self.weaponentity.switchweapon;
W_SwitchWeapon(self.switchweapon);