REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
#define Weapons_from(i) _Weapons_from(i, WEP_Null)
REGISTER_REGISTRY(Weapons)
-STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
+STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
.WepSet m_wepset;
#define WEPSET(id) (WEP_##id.m_wepset)
STATIC_INIT(register_weapons_done)
{
- FOREACH(Weapons, true, LAMBDA(
+ FOREACH(Weapons, true, {
WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
WEPSET_ALL |= set;
if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
else
LOG_TRACEF("Impulse limit exceeded, weapon will not be directly accessible: %s\n", it.netname);
- ));
+ });
#ifdef CSQC
- FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
+ FOREACH(Weapons, true, it.wr_init(it));
#endif
weaponorder_byid = "";
for (int i = Weapons_MAX - 1; i >= 1; --i)