[Edited some of my sentence structure and added a significant word that was missing. Man, I can't even talk today!]
If you don't mind my answering this, Blackfox.
The change had to do with "performance" or the way the code checks for the current weapon. There were a couple of Gosubs within the old code. The first one being in the command code and the second in the called routine. As you know the engine loops through
all of the code continuously and gosubs will slow things down when using multiple amounts of the same command within the same loop and especially within the same script. For example:
:state=0,plrcurrentweapon=1:do something
:state=0,plrcurrentweapon=2:do something
:state=0,plrcurrentweapon=3:do something
:state=0,plrcurrentweapon=4:do something
:state=0,plrcurrentweapon=5:do something
and it could even go up to the whole 9 slots. I'm not saying this is a good way to do this script but depending on what is needed or being done, then it might be the only way. I can't be the judge of that.
Addendum:
I also added the ability to just use the gun name rather than a partial path. The partial path usage still works for those who are used to it. Here are the command values that can be used:
* plrcurrentweapon=1 (slot number where the weapon player is holding comes from that slot)
* plrcurrentweapon=ww2\colt45 (partial path)
* plrcurrentweapon=colt45 (just the gun name which indicates the gun folder)
The comments on the google FPSC changes were also described by Scene Commander, "
improved performance and flexibility." I had already explained in more detail the performance improvement and in the addendum I explain the flexibility. A new value to be accepted by the command.
THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.