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; \
} \