+#include "weaponsystem.qh"
+#include "../_all.qh"
+
+#include "selection.qh"
+
+#include "../command/common.qh"
+#include "../mutators/mutators_include.qh"
+#include "../round_handler.qh"
+#include "../t_items.qh"
+#include "../../common/animdecide.qh"
+#include "../../common/constants.qh"
+#include "../../common/monsters/all.qh"
+#include "../../common/notifications.qh"
+#include "../../common/util.qh"
+#include "../../common/weapons/all.qh"
+#include "../../csqcmodellib/sv_model.qh"
+
/*
===========================================================================
float W_WeaponRateFactor()
{
- float t;
- t = 1.0 / g_weaponratefactor;
+ float t = 1.0 / g_weaponratefactor;
- weapon_rate = t;
- MUTATOR_CALLHOOK(WeaponRateFactor);
+ MUTATOR_CALLHOOK(WeaponRateFactor, t);
t = weapon_rate;
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;
+float W_WeaponSpeedFactor()
+{
+ float t = 1.0 * g_weaponspeedfactor;
+
+ MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
+ t = ret_float;
+
+ return t;
+}
+
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;