return 0;
}
-void W_SwitchWeapon_Force(entity e, Weapon wep)
+void W_SwitchWeapon_Force(Player this, Weapon wep)
{
- e.cnt = PS(e).m_switchweapon.m_id;
- PS(e).m_switchweapon = wep;
- e.selectweapon = wep.m_id;
+ TC(Player, this); TC(Weapon, wep);
+ this.cnt = PS(this).m_switchweapon.m_id;
+ PS(this).m_switchweapon = wep;
+ this.selectweapon = wep.m_id;
}
// perform weapon to attack (weaponstate and attack_finished check is here)