// weapon switching impulses
-#define X(slot) \
- IMPULSE(weapon_group_##slot) \
+#define X(i) \
+ IMPULSE(weapon_group_##i) \
{ \
if (IS_DEAD(this)) \
{ \
- this.impulse = IMP_weapon_group_##slot.impulse; \
+ this.impulse = IMP_weapon_group_##i.impulse; \
return; \
} \
- for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
{ \
- .entity weaponentity = weaponentities[wepslot]; \
- W_NextWeaponOnImpulse(this, slot, weaponentity); \
+ .entity weaponentity = weaponentities[slot]; \
+ W_NextWeaponOnImpulse(this, i, weaponentity); \
if(autocvar_g_weaponswitch_debug != 1) \
break; \
} \
// custom order weapon cycling
-#define X(slot, dir) \
- IMPULSE(weapon_priority_##slot##_##dir) \
+#define X(i, dir) \
+ IMPULSE(weapon_priority_##i##_##dir) \
{ \
if (this.vehicle) return; \
if (IS_DEAD(this)) \
{ \
- this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \
+ this.impulse = IMP_weapon_priority_##i##_##dir.impulse; \
return; \
} \
noref int prev = -1; \
noref int best = 0; \
noref int next = +1; \
- for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \
{ \
- .entity weaponentity = weaponentities[wepslot]; \
- W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ .entity weaponentity = weaponentities[slot]; \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[i], dir, weaponentity); \
if(autocvar_g_weaponswitch_debug != 1) \
break; \
} \