else if(self.health>WEP_CVAR(devastator, damage)*0.5)
{
if(self.velocity.z < 0)
- if(client_hasweapon(self, WEP_DEVASTATOR.m_id, true, false))
+ if(client_hasweapon(self, WEP_DEVASTATOR, true, false))
{
self.movement_x = maxspeed;
if(self.weapon==0)
for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(i != WEP_BLASTER.m_id)
{
- if(client_hasweapon(self, i, true, false))
+ if(client_hasweapon(self, Weapons_from(i), true, false))
{
self.switchweapon = i;
return;
if ( distance > bot_distance_far ) {
for(i=0; i < Weapons_COUNT && bot_weapons_far[i] != -1 ; ++i){
w = bot_weapons_far[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(self, Weapons_from(w), true, false) )
{
if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
continue;
if ( distance > bot_distance_close) {
for(i=0; i < Weapons_COUNT && bot_weapons_mid[i] != -1 ; ++i){
w = bot_weapons_mid[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(self, Weapons_from(w), true, false) )
{
if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
continue;
// Choose weapons for close distance
for(i=0; i < Weapons_COUNT && bot_weapons_close[i] != -1 ; ++i){
w = bot_weapons_close[i];
- if ( client_hasweapon(self, w, true, false) )
+ if ( client_hasweapon(self, Weapons_from(w), true, false) )
{
if ((self.weapon == w && combo) || havocbot_chooseweapon_checkreload(w))
continue;