void spawnfunc_weapon_shotgun (void);
void spawnfunc_weapon_uzi (void) {
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_SHOTGUN);
}
void spawnfunc_weapon_shotgun (void) {
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_UZI);
void spawnfunc_item_shells (void);
void spawnfunc_item_bullets (void) {
if(!weaponswapping)
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = TRUE;
void spawnfunc_item_shells (void) {
if(!weaponswapping)
- if(q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshotgunswap)
if(self.classname != "droppedweapon")
{
weaponswapping = TRUE;