#include <common/items/item/pickup.qh>
#include <common/stats.qh>
+#ifdef SVQC
+#include <common/effects/qc/all.qh>
+#endif
+
const int MAX_WEAPONSLOTS = 2;
.entity weaponentities[MAX_WEAPONSLOTS];
/** (SERVER) logic to run every frame */
METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {}
/** (SERVER) checks ammo for weapon primary */
- METHOD(Weapon, wr_checkammo1, bool(Weapon this)) {return false;}
+ METHOD(Weapon, wr_checkammo1, bool(Weapon this, entity actor)) {return false;}
/** (SERVER) checks ammo for weapon second */
- METHOD(Weapon, wr_checkammo2, bool(Weapon this)) {return false;}
+ METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor)) {return false;}
/** (SERVER) runs bot aiming code for this weapon */
METHOD(Weapon, wr_aim, void(Weapon this)) {}
/** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */