this.impulse = IMP_weapon_group_##slot.impulse; \
return; \
} \
- W_NextWeaponOnImpulse(slot); \
+ W_NextWeaponOnImpulse(this, slot); \
}
X(1)
X(2)
noref int prev = -1; \
noref int best = 0; \
noref int next = +1; \
- W_CycleWeapon(this.cvar_cl_weaponpriorities[slot], dir); \
+ W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
}
X(0, prev)
X(1, prev)
this.impulse = IMP_weapon_byid_##i.impulse; \
return; \
} \
- W_SwitchWeapon(Weapons_from(WEP_FIRST + i)); \
+ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
}
X(0)
X(1)
this.impulse = IMP_weapon_next_byid.impulse;
return;
}
- W_NextWeapon(0);
+ W_NextWeapon(this, 0);
}
IMPULSE(weapon_prev_byid)
this.impulse = IMP_weapon_prev_byid.impulse;
return;
}
- W_PreviousWeapon(0);
+ W_PreviousWeapon(this, 0);
}
IMPULSE(weapon_next_bygroup)
this.impulse = IMP_weapon_next_bygroup.impulse;
return;
}
- W_NextWeapon(1);
+ W_NextWeapon(this, 1);
}
IMPULSE(weapon_prev_bygroup)
this.impulse = IMP_weapon_prev_bygroup.impulse;
return;
}
- W_PreviousWeapon(1);
+ W_PreviousWeapon(this, 1);
}
IMPULSE(weapon_next_bypriority)
this.impulse = IMP_weapon_next_bypriority.impulse;
return;
}
- W_NextWeapon(2);
+ W_NextWeapon(this, 2);
}
IMPULSE(weapon_prev_bypriority)
this.impulse = IMP_weapon_prev_bypriority.impulse;
return;
}
- W_PreviousWeapon(2);
+ W_PreviousWeapon(this, 2);
}
IMPULSE(weapon_last)
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- W_SwitchWeapon(w_getbestweapon(this));
+ W_SwitchWeapon(this, w_getbestweapon(this));
}
IMPULSE(weapon_drop)