Initialize weapon BEFORE checking for auto-switch.

This commit is contained in:
Mari the Deer 2022-10-05 17:10:23 +02:00
commit e8181b9efc
2 changed files with 7 additions and 7 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r542 \cu(Wed 5 Oct 15:58:17 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r542 \cu(2022-10-05 15:58:17)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r543 \cu(Wed 5 Oct 17:10:23 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r543 \cu(2022-10-05 17:10:23)\c-";

View file

@ -382,6 +382,11 @@ Class SWWMWeapon : Weapon abstract
Ammo1 = AddAmmoSWWM(Owner,AmmoType1,bNoFirstGive?0:AmmoGive1);
Ammo2 = AddAmmoSWWM(Owner,AmmoType2,bNoFirstGive?0:AmmoGive2);
SisterWeapon = AddWeapon(SisterWeaponType);
if ( !bInitialized )
{
InitializeWeapon();
bInitialized = true;
}
if ( Owner.player )
{
if ( !Owner.player.GetNeverSwitch() && !bNo_Auto_Switch && ReportHUDAmmo() ) // hey, as long as it works
@ -391,11 +396,6 @@ Class SWWMWeapon : Weapon abstract
}
GivenAsMorphWeapon = false;
bSwappedTo = false;
if ( !bInitialized )
{
InitializeWeapon();
bInitialized = true;
}
}
override void OwnerDied()
{