#define INDEPENDENT_ATTACK_FINISHED 1
+// TODO: deprecated: remove. Replaced by physics.qh PHYS_INPUT_BUTTON_*
+
#define BUTTON_ATCK button0
#define BUTTON_JUMP button2
#define BUTTON_ATCK2 button3
#define BUTTON_CROUCH button5
#define BUTTON_HOOK button6
#define BUTTON_INFO button7
-#define BUTTON_CHAT buttonchat
-#define BUTTON_USE buttonuse
#define BUTTON_DRAG button8
+#define BUTTON_USE buttonuse
+#define BUTTON_CHAT buttonchat
+#define BUTTON_PRYDON cursor_active
#define BUTTON_ZOOMSCRIPT button9
#define BUTTON_JETPACK button10
.float fade_time;
.float fade_rate;
-// weapon animation vectors:
-.vector anim_fire1;
-.vector anim_fire2;
-.vector anim_idle;
-.vector anim_reload;
-
void() player_setupanimsformodel;
-void setanim(entity e, vector anim, float looping, float override, float restart);
.string mdl;
.float iscreature;
.float damagedbycontents;
.float damagedbytriggers;
-.float pushable;
.float teleportable;
.vector oldvelocity;
.entity item_pickupsound_ent;
.entity item_model_ent;
-// definitions for weaponsystem
-// more WEAPONTODO: move these to their proper files
-.entity exteriorweaponentity;
-.vector weaponentity_glowmod;
-
-//.int weapon; // current weapon
-.int switchweapon = _STAT(SWITCHWEAPON);
-.int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible)
-.string weaponname; // name of .weapon
-
// WEAPONTODO
.float autoswitch;
-float client_hasweapon(entity cl, float wpn, float andammo, float complain);
+bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
-// weapon states (self.weaponentity.state)
-const int WS_CLEAR = 0; // no weapon selected
-const int WS_RAISE = 1; // raise frame
-const int WS_DROP = 2; // deselecting frame
-const int WS_INUSE = 3; // fire state
-const int WS_READY = 4; // idle frame
-
// there is 2 weapon tics that can run in one server frame
const int W_TICSPERFRAME = 2;
.float alivetime; // time of being alive
.float motd_actived_time; // used for both motd and campaign_message
-float nJoinAllowed(entity ignore);
+bool nJoinAllowed(entity this, entity ignore);
.float spawnshieldtime;
.float item_spawnshieldtime;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
-.vector spawnorigin;
-
.vector death_origin;
.vector killer_origin;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
-.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
.string weaponorder_byimpulse;
#else
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
-#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
+#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot)
// assault game mode: Which team is attacking in this round?
float assault_attacker_team;