Closed ttvmkos closed 1 month ago
I chose to change it at call:
void function forbiddenZone_leave(entity trigger , entity ent)
{
if( !IsValid(ent) || !ent.IsPlayer() ) return
EnableOffhandWeapons(ent)
DeployAndEnableWeapons( ent )
EntityBackInBounds( trigger, ent, null, null )
}
Setting the camo to 0 generates an invalid range.
Therefore, when the skin is invalid, the fallback should not be an index of 0, but the index of the current camo instead.