diff --git a/gunfun/mod/main.gsc b/gunfun/mod/main.gsc index 44226f9..55bd614 100755 --- a/gunfun/mod/main.gsc +++ b/gunfun/mod/main.gsc @@ -845,7 +845,6 @@ takeInvalidWeapon() self endon("disconnect"); self endon("death"); level endon("nuke"); - counter = 0; // Skip the first 5 frames so the initial updateWeapon() from loadSetup() has // time to complete its switchtoweaponimmediate before we start polling. // This prevents a false-positive correction that was causing the 2.5s delay. @@ -859,15 +858,6 @@ takeInvalidWeapon() if(self isMantling()) continue; weapon = self getCurrentWeapon(); - if(!self hasWeapon(level.gungameList[self.current])) - { - counter++; - if(counter == 2) - { - counter = 0; - level.gungameList[self.current] = mod\weapons::setWeapon("peacekeeper_mp"); - } - } if(weapon != level.gungameList[self.current]) { self takeAllWeapons(); diff --git a/gunfun/mod/weapons.gsc b/gunfun/mod/weapons.gsc index 3d0f3df..0887ad8 100755 --- a/gunfun/mod/weapons.gsc +++ b/gunfun/mod/weapons.gsc @@ -46,6 +46,7 @@ loadWeapons() // pistols weaponList[weaponList.size] = "usp_mp"; weaponList[weaponList.size] = "deserteagle_mp"; + weaponList[weaponList.size] = "deserteagle_akimbo_mp"; // GL deagle weaponList[weaponList.size] = "coltanaconda_mp"; weaponList[weaponList.size] = "beretta_mp"; // semi auto pistols @@ -118,7 +119,7 @@ loadWeapons() // Only remove specific weapons if we still have enough unique ones left if(weaponList.size > 5) { - if(weaponList[id] == "m79_mp" || weaponList[id] == "at4_mp" || weaponList[id] == "rpg_mp" || weaponList[id] == "riotshield_mp" || weaponList[id] == "dragunov_mp" || weaponList[id] == "m40a3_mp" || weaponList[id] == "peacekeeper_mp") + if(weaponList[id] == "m79_mp" || weaponList[id] == "at4_mp" || weaponList[id] == "rpg_mp" || weaponList[id] == "riotshield_mp" || weaponList[id] == "dragunov_mp" || weaponList[id] == "m40a3_mp" || weaponList[id] == "peacekeeper_mp" || weaponList[id] == "deserteagle_akimbo_mp") weaponList = removeIDfromArray(id, weaponList); } } @@ -137,6 +138,10 @@ removeIDfromArray(id, weaponList) } setWeapon(name) { + // If the caller already specified a fully-qualified akimbo weapon (e.g. + // "deserteagle_akimbo_mp"), pass it through unchanged — no randomization. + if(isSubstr(name, "_akimbo_")) + return name; name = strTok(name, "_"); scope = ""; attachments = "";