void W_NextWeapon(float list)
{
if(list == 0)
- W_CycleWeapon(weaponpriority_hudselector_0, -1);
+ W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
- W_CycleWeapon(weaponpriority_hudselector_1, -1);
+ W_CycleWeapon(weaponorder_byimpulse, -1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
}
void W_PreviousWeapon(float list)
{
if(list == 0)
- W_CycleWeapon(weaponpriority_hudselector_0, +1);
+ W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
- W_CycleWeapon(weaponpriority_hudselector_1, +1);
+ W_CycleWeapon(weaponorder_byimpulse, +1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}
return;
if(!W_IsWeaponThrowable(w))
return;
- if(self.weaponentity.state != WS_READY)
+ if(self.deadflag == DEAD_NO && self.weaponentity.state != WS_READY)
return;
wb = W_WeaponBit(w);
// server framerate is very low and the weapon fire rate very high
local float c;
c = 0;
- while (c < 5)
+ while (c < W_TICSPERFRAME)
{
c = c + 1;
if(wb && ((self.weapons & wb) == 0))