From bf7ed15977857de30addba2229da888cb425fef4 Mon Sep 17 00:00:00 2001
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Date: Sun, 6 Nov 2011 16:21:58 +0200
Subject: [PATCH] Fix compile issues with latest fteqcc

---
 data/qcsrc/menu/voret/serverlist.c   | 14 +++++++-------
 data/qcsrc/server/cl_client.qc       |  2 +-
 data/qcsrc/server/cl_weapons.qc      |  2 +-
 data/qcsrc/server/cl_weaponsystem.qc |  8 ++++----
 4 files changed, 13 insertions(+), 13 deletions(-)

diff --git a/data/qcsrc/menu/voret/serverlist.c b/data/qcsrc/menu/voret/serverlist.c
index d8113a61..2becfe1b 100644
--- a/data/qcsrc/menu/voret/serverlist.c
+++ b/data/qcsrc/menu/voret/serverlist.c
@@ -413,17 +413,17 @@ void ServerList_ShowFull_Click(entity box, entity me)
 	me.ipAddressBox.cursorPos = 0;
 	me.ipAddressBoxFocused = -1;
 }
-void setSortOrderVoretServerList(entity me, float field, float direction)
+void setSortOrderVoretServerList(entity me, float vfield, float direction)
 {
-	if(me.currentSortField == field)
+	if(me.currentSortField == vfield)
 		direction = -me.currentSortOrder;
 	me.currentSortOrder = direction;
-	me.currentSortField = field;
-	me.sortButton1.forcePressed = (field == SLIST_FIELD_PING);
-	me.sortButton2.forcePressed = (field == SLIST_FIELD_NAME);
-	me.sortButton3.forcePressed = (field == SLIST_FIELD_MAP);
+	me.currentSortField = vfield;
+	me.sortButton1.forcePressed = (vfield == SLIST_FIELD_PING);
+	me.sortButton2.forcePressed = (vfield == SLIST_FIELD_NAME);
+	me.sortButton3.forcePressed = (vfield == SLIST_FIELD_MAP);
 	me.sortButton4.forcePressed = 0;
-	me.sortButton5.forcePressed = (field == SLIST_FIELD_NUMHUMANS);
+	me.sortButton5.forcePressed = (vfield == SLIST_FIELD_NUMHUMANS);
 	me.selectedItem = 0;
 	if(me.selectedServer)
 		strunzone(me.selectedServer);
diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc
index 945b419f..29f39be3 100644
--- a/data/qcsrc/server/cl_client.qc
+++ b/data/qcsrc/server/cl_client.qc
@@ -1020,7 +1020,7 @@ void PutClientInServer (void)
 			entity e;
 			e = get_weaponinfo(j);
 			if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
-				self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+				self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
 		}
 
 		oldself = self;
diff --git a/data/qcsrc/server/cl_weapons.qc b/data/qcsrc/server/cl_weapons.qc
index f908a519..8f4f6002 100644
--- a/data/qcsrc/server/cl_weapons.qc
+++ b/data/qcsrc/server/cl_weapons.qc
@@ -232,7 +232,7 @@ string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vecto
 					if(self.weapon_load[self.weapon] > 0)
 					{
 						own.ammofield += self.weapon_load[self.weapon];
-						self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading
+						self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
 					}
 				}
 			}
diff --git a/data/qcsrc/server/cl_weaponsystem.qc b/data/qcsrc/server/cl_weaponsystem.qc
index 06ee01e1..61763b71 100644
--- a/data/qcsrc/server/cl_weaponsystem.qc
+++ b/data/qcsrc/server/cl_weaponsystem.qc
@@ -1588,7 +1588,7 @@ void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
 	if(ammo_reload)
 	{
 		self.clip_load -= ammo_use;
-		self.weapon_load[self.weapon] = self.clip_load;
+		self.(weapon_load[self.weapon]) = self.clip_load;
 	}
 	else
 		self.(self.current_ammo) -= ammo_use;
@@ -1605,7 +1605,7 @@ void W_ReloadedAndReady()
 	// if we are inside the stomach, don't allow reloading, and schedule the weapon to reload once when we're out
 	if(self.stat_eaten)
 	{
-		self.clip_load = self.weapon_load[self.weapon] = -1;
+		self.clip_load = self.(weapon_load[self.weapon]) = -1;
 		w_ready(); // don't keep executing each frame
 		return;
 	}
@@ -1625,7 +1625,7 @@ void W_ReloadedAndReady()
 			self.(self.current_ammo) -= 1;
 		}
 	}
-	self.weapon_load[self.weapon] = self.clip_load;
+	self.(weapon_load[self.weapon]) = self.clip_load;
 
 	// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
 	// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
@@ -1717,5 +1717,5 @@ void W_Reload(float sent_ammo_min, float sent_ammo_amount, float sent_time, stri
 	if(self.clip_load < 0)
 		self.clip_load = 0;
 	self.old_clip_load = self.clip_load;
-	self.clip_load = self.weapon_load[self.weapon] = -1;
+	self.clip_load = self.(weapon_load[self.weapon]) = -1;
 }
\ No newline at end of file
-- 
2.39.5