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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut4
1 files changed, 3 insertions, 1 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
index d3b4cd7e7..8e624c14a 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut
@@ -180,6 +180,7 @@ void function SpawnPlayerIntoDropship( entity player )
// respawn player and holster their weapons so they aren't out
player.RespawnPlayer( null )
+ HolsterAndDisableWeapons(player)
player.DisableWeaponViewModel()
// hide hud and fade screen out from black
@@ -187,7 +188,7 @@ void function SpawnPlayerIntoDropship( entity player )
ScreenFadeFromBlack( player, 0.5, 0.5 )
// faction leaders are done clientside, spawn them here
Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnFactionCommanderInDropship", playerDropship.dropship.GetEncodedEHandle(), file.introStartTime )
-
+
// do firstperson sequence
FirstPersonSequenceStruct idleSequence
idleSequence.firstPersonAnim = DROPSHIP_IDLE_ANIMS_POV[ playerDropshipIndex ]
@@ -229,6 +230,7 @@ void function PlayerJumpsFromDropship( entity player )
// show weapon viewmodel and hud and let them move again
player.MovementEnable()
player.EnableWeaponViewModel()
+ DeployAndEnableWeapons(player)
RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING )
}
})