3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
7 entity weapon_dropevent_item;
9 ..entity weaponentity_fld;
11 void CL_SpawnWeaponentity(entity e, .entity weaponentity);
13 vector CL_Weapon_GetShotOrg(float wpn);
15 bool weaponUseForbidden(entity player);
16 bool weaponLocked(entity player);
18 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
20 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
22 void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
24 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
26 void W_ResetGunAlign(entity player, int preferred_alignment);
28 void W_WeaponFrame(Player actor, .entity weaponentity);
30 float W_WeaponRateFactor(entity this);
32 float W_WeaponSpeedFactor(entity this);
34 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
36 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
38 void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
40 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);