#include <common/constants.qh>
#include <common/deathtypes/all.qh>
+#include <common/gamemodes/gamemode/cts/cts.qh>
#include <common/items/_mod.qh>
#include <common/mapobjects/subs.qh>
#include <common/mapobjects/triggers.qh>
// if the player is using their best weapon before items are given, they
// probably want to switch to an even better weapon after items are given
- if(CS(player).autoswitch)
+ if(CS_CVAR(player).autoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
return false;
// crude hack to enforce switching weapons
- if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS(player).cvar_cl_cts_noautoswitch)
+ if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
int _switchweapon = 0;
- if(CS(e).autoswitch)
+ if(CS_CVAR(e).autoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{