Use consistent variable names
authorterencehill <piuntn@gmail.com>
Thu, 31 Jan 2019 15:07:30 +0000 (16:07 +0100)
committerterencehill <piuntn@gmail.com>
Thu, 31 Jan 2019 15:07:30 +0000 (16:07 +0100)
qcsrc/server/impulse.qc

index 2e31557..9b1e38e 100644 (file)
 
 // weapon switching impulses
 
-#define X(slot) \
-       IMPULSE(weapon_group_##slot) \
+#define X(i) \
+       IMPULSE(weapon_group_##i) \
        { \
                if (IS_DEAD(this)) \
                { \
-                       this.impulse = IMP_weapon_group_##slot.impulse; \
+                       this.impulse = IMP_weapon_group_##i.impulse; \
                        return; \
                } \
-               for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
                { \
-                       .entity weaponentity = weaponentities[wepslot]; \
-                       W_NextWeaponOnImpulse(this, slot, weaponentity); \
+                       .entity weaponentity = weaponentities[slot]; \
+                       W_NextWeaponOnImpulse(this, i, weaponentity); \
                        if(autocvar_g_weaponswitch_debug != 1) \
                                break; \
                } \
@@ -81,22 +81,22 @@ X(0)
 
 // custom order weapon cycling
 
-#define X(slot, dir) \
-       IMPULSE(weapon_priority_##slot##_##dir) \
+#define X(i, dir) \
+       IMPULSE(weapon_priority_##i##_##dir) \
        { \
                if (this.vehicle) return; \
                if (IS_DEAD(this)) \
                { \
-                       this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+                       this.impulse = IMP_weapon_priority_##i##_##dir.impulse; \
                        return; \
                } \
                noref int prev = -1; \
                noref int best =  0; \
                noref int next = +1; \
-               for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
                { \
-                       .entity weaponentity = weaponentities[wepslot]; \
-                       W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+                       .entity weaponentity = weaponentities[slot]; \
+                       W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[i], dir, weaponentity); \
                        if(autocvar_g_weaponswitch_debug != 1) \
                                break; \
                } \