+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../../dpdefs/progsdefs.qh"
+ #include "../../dpdefs/dpextensions.qh"
+ #include "../../common/constants.qh"
+ #include "../../common/util.qh"
+ #include "../../common/animdecide.qh"
+ #include "../../common/monsters/monsters.qh"
+ #include "../../common/weapons/weapons.qh"
+ #include "weaponsystem.qh"
+ #include "../t_items.qh"
+ #include "../autocvars.qh"
+ #include "../defs.qh"
+ #include "../../common/notifications.qh"
+ #include "../mutators/mutators_include.qh"
+ #include "../command/common.qh"
+ #include "../../csqcmodellib/sv_model.qh"
+ #include "../round_handler.qh"
+#endif
+
/*
===========================================================================
return t;
}
-// VorteX: static frame globals
-const float WFRAME_DONTCHANGE = -1;
-const float WFRAME_FIRE1 = 0;
-const float WFRAME_FIRE2 = 1;
-const float WFRAME_IDLE = 2;
-const float WFRAME_RELOAD = 3;
-.float wframe;
void(float fr, float t, void() func) weapon_thinkf;
void CL_Weaponentity_Think()
{
- float tb;
+ int tb;
self.nextthink = time;
if (intermission_running)
self.frame = self.anim_idle.x;
self.clip_load = self.(weapon_load[self.weapon]) = -1;
}
-entity weapon_dropevent_item;
void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item)
{
entity oldself = self;