float bot_waypoints_for_items;
-.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS];
+.float attack_finished_for[REGISTRY_MAX(Weapons) * MAX_WEAPONSLOTS];
.float attack_finished_single[MAX_WEAPONSLOTS];
#if INDEPENDENT_ATTACK_FINISHED
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
bool radar_showennemies;
-.float weapon_load[Weapons_MAX];
+.float weapon_load[REGISTRY_MAX(Weapons)];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
.int old_clip_load;