]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/impulse.qc
Add a wrapper for networked cvars and attach them to the client rather than the clien...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / impulse.qc
index 3477c0c88dea665063cb73332b1898a09a9d8600..3fa3dc6c6fb263ee43874d7ab52a620ec2a7abee 100644 (file)
@@ -1,27 +1,22 @@
 #include "impulse.qh"
-#include "round_handler.qh"
-
-#include "weapons/throwing.qh"
-#include "command/common.qh"
-#include "cheats.qh"
-#include "client.qh"
-#include "clientkill.qh"
-#include "damage.qh"
-#include <server/mutators/_mod.qh>
-#include "weapons/selection.qh"
-#include "weapons/tracing.qh"
-#include "weapons/weaponsystem.qh"
 
 #include <common/gamemodes/_mod.qh>
-
+#include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
 #include <common/state.qh>
-
-#include "../common/minigames/sv_minigames.qh"
-
+#include <common/vehicles/sv_vehicles.qh>
 #include <common/weapons/_all.qh>
-#include "../common/vehicles/sv_vehicles.qh"
-
-#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/clientkill.qh>
+#include <server/command/common.qh>
+#include <server/damage.qh>
+#include <server/mutators/_mod.qh>
+#include <server/round_handler.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/throwing.qh>
+#include <server/weapons/tracing.qh>
+#include <server/weapons/weaponsystem.qh>
 
 .entity vehicle;
 
@@ -102,7 +97,7 @@ void weapon_priority_handle(entity this, int dir, int number, int imp)
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
-               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriorities[number], dir, weaponentity);
                if(autocvar_g_weaponswitch_debug != 1)
                        break;
        }