for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
{ \
.entity weaponentity = weaponentities[wepslot]; \
- W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
{
if (game_stopped) return;
- int imp = this.impulse;
+ int imp = CS(this).impulse;
if (!imp) return;
- this.impulse = 0;
+ CS(this).impulse = 0;
if (MinigameImpulse(this, imp)) return;
if (sym)
{
vector org = waypoint_getSymmetricalOrigin(e.origin, ctf_flags);
- FOREACH_ENTITY_CLASS("waypoint", !(it.wpflags & WAYPOINTFLAG_GENERATED), {
+ IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_GENERATED), {
if(vdist(org - it.origin, <, 3))
{
wp_sym = it;