void W_NextWeapon(float list)
{
if(list == 0)
- W_CycleWeapon(weaponpriority_hudselector_0, -1);
+ W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
- W_CycleWeapon(weaponpriority_hudselector_1, -1);
+ W_CycleWeapon(weaponorder_byimpulse, -1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
}
void W_PreviousWeapon(float list)
{
if(list == 0)
- W_CycleWeapon(weaponpriority_hudselector_0, +1);
+ W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
- W_CycleWeapon(weaponpriority_hudselector_1, +1);
+ W_CycleWeapon(weaponorder_byimpulse, +1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}