Reset active weapon field of the current PlayerState and update the relative STAT when player becomes observer
See merge request !337
PlayerState ps = PS(this);
if (!ps) return; // initial connect
PS(this) = NULL;
+
+ ps.m_switchweapon = WEP_Null;
+ ps.m_weapon = WEP_Null;
+ ps.m_switchingweapon = WEP_Null;
+ ps.ps_push(ps, this);
+
if (ps.m_client != this) return; // don't own state, spectator
FOREACH_CLIENT(PS(it) == ps, { PS(it) = NULL; });
remove(ps);