if(list == 0)
W_CycleWeapon(weaponorder_byid, -1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, -1);
+ W_CycleWeapon(self.weaponorder_byimpulse, -1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
}
if(list == 0)
W_CycleWeapon(weaponorder_byid, +1);
else if(list == 1)
- W_CycleWeapon(weaponorder_byimpulse, +1);
+ W_CycleWeapon(self.weaponorder_byimpulse, +1);
else if(list == 2)
W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
}
-string W_FixWeaponOrder_AllowIncomplete(string order)
-{
- return W_FixWeaponOrder(order, 0);
-}
-
-string W_FixWeaponOrder_ForceComplete(string order)
-{
- if(order == "")
- order = W_NumberWeaponOrder(cvar_string("cl_weaponpriority"));
- return W_FixWeaponOrder(order, 1);
-}
-
float w_getbestweapon(entity e)
{
return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
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))