]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
Rename server/items.qc to server/items/spawning.qc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index f1866eab089311a0ce2c2a052d6b9b3fbaf00031..94034bdbb8b26552f2909fdd6a666972dce50540 100644 (file)
@@ -1,8 +1,8 @@
 #include "selection.qh"
 
 #include "weaponsystem.qh"
-#include <common/t_items.qh>
-#include <server/items.qh>
+#include <common/items.qh>
+#include <server/items/spawning.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>
 #include <common/util.qh>
@@ -151,7 +151,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
        while(rest != "")
        {
                weaponwant = stof(car(rest)); rest = cdr(rest);
-               wep = Weapons_from(weaponwant);
+               wep = REGISTRY_GET(Weapons, weaponwant);
                wepset = wep.m_wepset;
                if(imp >= 0)
                if(wep.impulse != imp)
@@ -207,7 +207,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                while(rest != "")
                {
                        weaponwant = stof(car(rest)); rest = cdr(rest);
-                       wep = Weapons_from(weaponwant);
+                       wep = REGISTRY_GET(Weapons, weaponwant);
                        wepset = wep.m_wepset;
                        if(imp >= 0)
                                if(wep.impulse != imp)
@@ -301,7 +301,7 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent
        float w;
        w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
        if(w > 0)
-               W_SwitchWeapon(this, Weapons_from(w), weaponentity);
+               W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
 }
 
 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
@@ -309,7 +309,7 @@ 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);
        if(w > 0)
-               W_SwitchWeapon(this, Weapons_from(w), weaponentity);
+               W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
 }
 
 // next weapon
@@ -337,7 +337,7 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity)
 // previously used if exists and has ammo, (second) best otherwise
 void W_LastWeapon(entity this, .entity weaponentity)
 {
-       Weapon wep = Weapons_from(this.(weaponentity).cnt);
+       Weapon wep = REGISTRY_GET(Weapons, this.(weaponentity).cnt);
        if (client_hasweapon(this, wep, weaponentity, true, false))
                W_SwitchWeapon(this, wep, weaponentity);
        else