this.impulse = IMP_weapon_group_##slot.impulse; \
return; \
} \
- .entity weaponentity = weaponentities[0]; \
- W_NextWeaponOnImpulse(this, slot, weaponentity); \
+ for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+ { \
+ .entity weaponentity = weaponentities[wepslot]; \
+ W_NextWeaponOnImpulse(this, slot, weaponentity); \
+ } \
}
X(1)
X(2)
noref int prev = -1; \
noref int best = 0; \
noref int next = +1; \
- .entity weaponentity = weaponentities[0]; \
- W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+ { \
+ .entity weaponentity = weaponentities[wepslot]; \
+ W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ } \
}
X(0, prev)
X(1, prev)
this.impulse = IMP_weapon_byid_##i.impulse; \
return; \
} \
- .entity weaponentity = weaponentities[0]; \
- W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
+ { \
+ .entity weaponentity = weaponentities[slot]; \
+ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \
+ } \
}
X(0)
X(1)
this.impulse = IMP_weapon_next_byid.impulse;
return;
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_NextWeapon(this, 0, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_NextWeapon(this, 0, weaponentity);
+ }
}
IMPULSE(weapon_prev_byid)
this.impulse = IMP_weapon_prev_byid.impulse;
return;
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_PreviousWeapon(this, 0, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_PreviousWeapon(this, 0, weaponentity);
+ }
}
IMPULSE(weapon_next_bygroup)
this.impulse = IMP_weapon_next_bygroup.impulse;
return;
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_NextWeapon(this, 1, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_NextWeapon(this, 1, weaponentity);
+ }
}
IMPULSE(weapon_prev_bygroup)
this.impulse = IMP_weapon_prev_bygroup.impulse;
return;
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_PreviousWeapon(this, 1, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_PreviousWeapon(this, 1, weaponentity);
+ }
}
IMPULSE(weapon_next_bypriority)
this.impulse = IMP_weapon_next_bypriority.impulse;
return;
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_NextWeapon(this, 2, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_NextWeapon(this, 2, weaponentity);
+ }
}
IMPULSE(weapon_prev_bypriority)
this.impulse = IMP_weapon_prev_bypriority.impulse;
return;
}
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_PreviousWeapon(this, 2, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_PreviousWeapon(this, 2, weaponentity);
+ }
}
IMPULSE(weapon_last)
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_LastWeapon(this, weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_LastWeapon(this, weaponentity);
+ }
}
IMPULSE(weapon_best)
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_SwitchWeapon(this, w_getbestweapon(this), weaponentity);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity);
+ }
}
IMPULSE(weapon_drop)
{
if (this.vehicle) return;
if (IS_DEAD(this)) return;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
+ }
}
IMPULSE(weapon_reload)