#include "weaponsystem.qh"
#include <common/t_items.qh>
+#include <server/items.qh>
#include <common/constants.qh>
#include <common/net_linked.qh>
#include <common/util.qh>
if (!autocvar_g_showweaponspawns) return;
IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
{
- if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
+ if (Item_IsLoot(it) && (autocvar_g_showweaponspawns < 2))
+ {
continue;
+ }
entity wp = WaypointSprite_Spawn(
WP_Weapon,
-2, 0,
if(list == 0)
W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
else if(list == 1)
- W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity);
+ W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
else if(list == 2)
W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
}
if(list == 0)
W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
else if(list == 1)
- W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity);
+ W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
else if(list == 2)
W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
}