X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qh;h=0000ac2155b762298e15bbb956187955cbec7fb5;hb=7bcb3a89b3271e018da4d92437dc5ba125ea8698;hp=7ec33a06358e8dd216c66d67483c166fd0a940f5;hpb=4510cc7248f1192cc057382e924b1cbec279769e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qh b/qcsrc/server/weapons/weaponsystem.qh index 7ec33a063..0000ac215 100644 --- a/qcsrc/server/weapons/weaponsystem.qh +++ b/qcsrc/server/weapons/weaponsystem.qh @@ -1,45 +1,37 @@ #ifndef WEAPONSYSTEM_H #define WEAPONSYSTEM_H -.float wframe; 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; - -void CL_SpawnWeaponentity(); +void CL_SpawnWeaponentity(entity e, .entity weaponentity); vector CL_Weapon_GetShotOrg(float wpn); -float forbidWeaponUse(); +float forbidWeaponUse(entity player); -void W_AttachToShotorg(entity flash, vector offset); +void W_AttachToShotorg(entity actor, entity flash, vector offset); -void W_DecreaseAmmo(float ammo_use); +void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use); -void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item); +void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item); -void W_Reload(float sent_ammo_min, string sent_sound); +void W_Reload(entity actor, float sent_ammo_min, string sent_sound); -void W_WeaponFrame(); +void W_WeaponFrame(entity actor); float W_WeaponRateFactor(); float W_WeaponSpeedFactor(); -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); +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func); #endif