int i = stof(s);
if (s == "0" || i)
{
- entity wi = Weapons_from(i);
+ entity wi = REGISTRY_GET(Weapons, i);
if (wi != WEP_Null) return wi.netname;
}
return s;
float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
{
int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
- Weapon e1 = Weapons_from(si);
+ Weapon e1 = REGISTRY_GET(Weapons, si);
int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
- Weapon e2 = Weapons_from(sj);
+ Weapon e2 = REGISTRY_GET(Weapons, sj);
int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
if (d != 0) return -d; // high impulse first!
return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),