]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
Merge branch 'master' into terencehill/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index 4a55dab29adf2471e6546743ac4a8ab994e5c8cc..ca331bb3c49af73091d4b0020f535d95e2bdc68b 100644 (file)
@@ -1,18 +1,18 @@
 #include "selection.qh"
 
-#include "weaponsystem.qh"
-#include <server/items/items.qh>
-#include <server/items/spawning.qh>
 #include <common/constants.qh>
-#include <common/net_linked.qh>
-#include <common/util.qh>
 #include <common/items/item.qh>
-#include <common/weapons/_all.qh>
-#include <common/replicate.qh>
-#include <common/state.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
+#include <common/net_linked.qh>
+#include <common/replicate.qh>
+#include <common/state.qh>
+#include <common/util.qh>
+#include <common/weapons/_all.qh>
 #include <common/wepent.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
+#include <server/weapons/weaponsystem.qh>
 
 // switch between weapons
 void Send_WeaponComplain(entity e, float wpn, float type)
@@ -243,9 +243,10 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
 void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
 {
        TC(Weapon, wep);
-       this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id;
-       this.(weaponentity).m_switchweapon = wep;
-       this.(weaponentity).selectweapon = wep.m_id;
+       entity w_ent = this.(weaponentity);
+       w_ent.cnt = w_ent.m_switchweapon.m_id;
+       w_ent.m_switchweapon = wep;
+       w_ent.selectweapon = wep.m_id;
 }
 
 // perform weapon to attack (weaponstate and attack_finished check is here)
@@ -283,7 +284,7 @@ bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
                        return false;
                }
        }
-       else if(!weaponLocked(this) && CS(this).cvar_cl_weapon_switch_reload)
+       else if(!weaponLocked(this) && CS_CVAR(this).cvar_cl_weapon_switch_reload)
        {
                entity actor = this;
                w.wr_reload(w, actor, weaponentity);
@@ -294,7 +295,7 @@ bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
 
 void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
 {
-       if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse)
+       if(!W_SwitchWeapon(this, w, weaponentity) && CS_CVAR(this).cvar_cl_weapon_switch_fallback_to_impulse)
                W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
 }
 
@@ -309,7 +310,7 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent
 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
 {
        float w;
-       w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
+       w = W_GetCycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, imp, 1, (CS_CVAR(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
        if(w > 0)
                W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
 }
@@ -320,9 +321,9 @@ void W_NextWeapon(entity this, int list, .entity weaponentity)
        if(list == 0)
                W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, -1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, -1, weaponentity);
 }
 
 // prev weapon
@@ -331,9 +332,9 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity)
        if(list == 0)
                W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, +1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, weaponentity);
 }
 
 // previously used if exists and has ammo, (second) best otherwise