if(self.weapons)
{
- Weapon w = get_weaponinfo(self.weapon);
+ Weapon w = Weapons_from(self.weapon);
w.wr_aim(w);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
{
for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
{
- entity e = get_weaponinfo(i);
+ entity e = Weapons_from(i);
if ((self.weapons & (e.m_wepset)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
self.switchweapon = i;
}
float i, other_weapon_available = false;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
- Weapon w = get_weaponinfo(i);
+ Weapon w = Weapons_from(i);
// if we are out of ammo for all other weapons, it's an emergency to switch to anything else
if (w.wr_checkammo1(w) + w.wr_checkammo2(w))
other_weapon_available = true;