if(list == 0)
W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, -1);
+ W_CycleWeapon(self.weaponorder_byimpulse, -1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
}
if(list == 0)
W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, +1);
+ W_CycleWeapon(self.weaponorder_byimpulse, +1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
-{
- return W_FixWeaponOrder(order, 0);
-}
-
-string W_FixWeaponOrder_ForceComplete(string order)
-{
- if(order == "")
- order = W_NumberWeaponOrder(cvar_string("cl_weaponpriority"));
- return W_FixWeaponOrder(order, 1);
-}
-
float w_getbestweapon(entity e)
{
return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);