(Person::players[j]->creature == rabbittype && Random() % 2 == 0 && Person::players[j]->aitype == attacktypecutoff && Person::players[j]->weaponactive == -1)) {
emit_sound_at(knifedrawsound, Person::players[j]->coords, 128.);
- Person::players[j]->weaponactive = 0;
Person::players[j]->animTarget = removeknifeanim;
Person::players[j]->frameTarget = 1;
Person::players[j]->target = 1;
- owner = Person::players[j]->id;
- if (Person::players[j]->num_weapons > 0) {
- Person::players[j]->weaponids[Person::players[j]->num_weapons] = Person::players[j]->weaponids[0];
- }
- Person::players[j]->num_weapons++;
- Person::players[j]->weaponids[0] = i;
+ Person::players[j]->takeWeapon(i);
Person::players[j]->aitype = attacktypecutoff;
} else {