for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
{ \
.entity weaponentity = weaponentities[wepslot]; \
- W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
Weapon w = this.(weaponentity).m_weapon;
w.wr_reload(w, actor, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
- break;
+ // allow reloading all active slots?
+ //if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ //break;
}
}
{
if (game_stopped) return;
- int imp = this.impulse;
+ int imp = CS(this).impulse;
if (!imp) return;
- this.impulse = 0;
+ CS(this).impulse = 0;
if (MinigameImpulse(this, imp)) return;