CClientWeaponMgr::CanChangeToWeapon if (WMGR_INVALID_ID == nWeaponId) return false CClientWeaponMgr::CanChangeToWeapon if (CWM_NO_WEAPON == iWeapon) return false CClientWeaponMgr::CanChangeToWeapon if (!g_pPlayerStats->HaveWeapon(nWeaponId)) return false CClientWeaponMgr::CanChangeToWeapon if (pWeapon->bNoSelect) return false CClientWeaponMgr::CanChangeToWeapon if (g_pPlayerMgr->IsPlayerDead() || g_pPlayerMgr->IsSpectatorMode()) return false seungho == CClientWeaponMgr::CanChangeToWeapon if (WMGR_INVALID_ID == nWeaponId) return false ============= [ERROR] ===================CClientWeaponMgr::ForceChangeWeapon() nWeaponIndex CClientWeaponMgr::ChangeWeapon() MISSION_DEADCAM_WEAPON <= nWeaponIndex : %d if(!g_pGameClientShell || !g_pWeaponMgr->IsValidWeaponId(nWeaponId)) CCBAPlayerStats::UpdateAmmo if(!g_pLTClient || !g_pWeaponMgr) CCBAPlayerStats::GetAmmoCount nAmmoIndex : %d, m_pnAmmo : %p, IsValidAmmoId : %d CCBAGameClientShell::Instance().GetLobbyServer().EquipWeaponReq(%d,%d,(EQUIP_TYPE)%d); CClientWeapon::HandleVectorImpact() fDistChar : %f, fHitDistChar : %f Perturb: C[%.2f] - Min[%d] Max[%d] Lerp[%.2f]

!g_pPlayerStats->HaveWeapon(nWeaponId)