float w;
w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
if(w > 0)
float w;
w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
if(w > 0)
- W_SwitchWeapon(this, Weapons_from(w), weaponentity);
+ W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
float w;
w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
if(w > 0)
float w;
w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
if(w > 0)
- W_SwitchWeapon(this, Weapons_from(w), weaponentity);
+ W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
// previously used if exists and has ammo, (second) best otherwise
void W_LastWeapon(entity this, .entity weaponentity)
{
// previously used if exists and has ammo, (second) best otherwise
void W_LastWeapon(entity this, .entity weaponentity)
{
if (client_hasweapon(this, wep, weaponentity, true, false))
W_SwitchWeapon(this, wep, weaponentity);
else
if (client_hasweapon(this, wep, weaponentity, true, false))
W_SwitchWeapon(this, wep, weaponentity);
else