-#ifndef WEAPONSYSTEM_H
-#define WEAPONSYSTEM_H
+#pragma once
-.float wframe;
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
float internalteam;
-float weaponswapping;
entity weapon_dropevent_item;
-// 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;
+..entity weaponentity_fld;
-void CL_SpawnWeaponentity(entity e);
+void CL_SpawnWeaponentity(entity e, .entity weaponentity);
vector CL_Weapon_GetShotOrg(float wpn);
-float forbidWeaponUse(entity player);
+bool forbidWeaponUse(entity player);
-void W_AttachToShotorg(entity flash, vector offset);
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
-void W_DecreaseAmmo(Weapon wep, float ammo_use);
+void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
-void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item);
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
-void W_Reload(float sent_ammo_min, string sent_sound);
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
-void W_WeaponFrame();
+void W_WeaponFrame(Player actor, .entity weaponentity);
-float W_WeaponRateFactor();
+float W_WeaponRateFactor(entity this);
-float W_WeaponSpeedFactor();
+float W_WeaponSpeedFactor(entity this);
-float weapon_prepareattack(float secondary, float attacktime);
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
-float weapon_prepareattack_check(float secondary, float attacktime);
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
-float weapon_prepareattack_do(float secondary, float attacktime);
+void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
-void weapon_thinkf(float fr, float t, void() func);
-
-#endif
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);