#include <common/items/_mod.qh>
#include <common/wepent.qh>
-#include <common/triggers/teleporters.qh>
-#include <common/triggers/trigger/jumppads.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
#include <lib/warpzone/common.qh>
this.aistatus |= AI_STATUS_ATTACKING;
this.aistatus &= ~AI_STATUS_ROAMING;
- if(this.weapons)
+ if(STAT(WEAPONS, this))
{
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(this))
{
if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
{
FOREACH(Weapons, it != WEP_Null, {
- if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
+ if((STAT(WEAPONS, this) & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
{
this.(weaponentity).m_switchweapon = it;
break;
// I want to do a second scan if no enemy was found or I don't have weapons
// TODO: Perform the scan when using the rifle (requires changes on the rifle code)
- if(best || this.weapons) // || this.weapon == WEP_RIFLE.m_id
+ if(best || STAT(WEAPONS, this)) // || this.weapon == WEP_RIFLE.m_id
break;
if(scan_transparent)
break;