#include "impulse.qh"
-#include "round_handler.qh"
-
-#include "weapons/throwing.qh"
-#include "command/common.qh"
-#include "cheats.qh"
-#include "client.qh"
-#include "clientkill.qh"
-#include "damage.qh"
-#include <server/mutators/_mod.qh>
-#include "weapons/selection.qh"
-#include "weapons/tracing.qh"
-#include "weapons/weaponsystem.qh"
#include <common/gamemodes/_mod.qh>
-
+#include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
#include <common/state.qh>
-
-#include "../common/minigames/sv_minigames.qh"
-
+#include <common/vehicles/sv_vehicles.qh>
#include <common/weapons/_all.qh>
-#include "../common/vehicles/sv_vehicles.qh"
-
-#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/clientkill.qh>
+#include <server/command/common.qh>
+#include <server/damage.qh>
+#include <server/mutators/_mod.qh>
+#include <server/round_handler.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/throwing.qh>
+#include <server/weapons/tracing.qh>
+#include <server/weapons/weaponsystem.qh>
.entity vehicle;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
+ W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
if(autocvar_g_weaponswitch_debug != 1)
break;
}