return false;
}
}
- else if(!weaponLocked(this) && CS(this).cvar_cl_weapon_switch_reload)
+ else if(!weaponLocked(this) && CS_CVAR(this).cvar_cl_weapon_switch_reload)
{
entity actor = this;
w.wr_reload(w, actor, weaponentity);
void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
{
- if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse)
+ if(!W_SwitchWeapon(this, w, weaponentity) && CS_CVAR(this).cvar_cl_weapon_switch_fallback_to_impulse)
W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
}
void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
{
float w;
- w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
+ w = W_GetCycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, imp, 1, (CS_CVAR(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
if(w > 0)
W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
}
if(list == 0)
W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
else if(list == 1)
- W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
+ W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, -1, weaponentity);
else if(list == 2)
- W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
+ W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, -1, weaponentity);
}
// prev weapon
if(list == 0)
W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
else if(list == 1)
- W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
+ W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, +1, weaponentity);
else if(list == 2)
- W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
+ W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, weaponentity);
}
// previously used if exists and has ammo, (second) best otherwise