for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
+ W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
if(autocvar_g_weaponswitch_debug != 1)
break;
}