for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
+ entity w_ent = this.(weaponentity);
if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
- this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+ w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
else
- this.(weaponentity).m_switchweapon = WEP_Null;
- this.(weaponentity).m_weapon = WEP_Null;
- this.(weaponentity).weaponname = "";
- this.(weaponentity).m_switchingweapon = WEP_Null;
- this.(weaponentity).cnt = -1;
+ w_ent.m_switchweapon = WEP_Null;
+ w_ent.m_weapon = WEP_Null;
+ w_ent.weaponname = "";
+ w_ent.m_switchingweapon = WEP_Null;
+ w_ent.cnt = -1;
}
MUTATOR_CALLHOOK(PlayerWeaponSelect, this);