{ \
.entity weaponentity = weaponentities[wepslot]; \
W_NextWeaponOnImpulse(this, slot, weaponentity); \
- if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
+ if(autocvar_g_weaponswitch_debug != 1) \
break; \
} \
}
{ \
.entity weaponentity = weaponentities[wepslot]; \
W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
- if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
+ if(autocvar_g_weaponswitch_debug != 1) \
break; \
} \
}
{ \
.entity weaponentity = weaponentities[slot]; \
W_SwitchWeapon_TryOthers(this, Weapons_from(WEP_FIRST + i), weaponentity); \
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1) \
+ if(autocvar_g_weaponswitch_debug != 1) \
break; \
} \
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 0, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 0, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 1, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 1, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_NextWeapon(this, 2, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_PreviousWeapon(this, 2, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_LastWeapon(this, weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
.entity weaponentity = weaponentities[slot];
W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
- if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ if(autocvar_g_weaponswitch_debug != 1)
break;
}
}
w.wr_reload(w, actor, weaponentity);
// allow reloading all active slots?
- //if(slot == 0 && autocvar_g_weaponswitch_debug != 1)
+ //if(autocvar_g_weaponswitch_debug != 1)
//break;
}
}