X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qh;h=c53b150944425aa1d96fcc84e3ecc239454091f7;hb=71636e8f68cd31db1aabb442259a11c3bb3b3866;hp=bb0cea798d96a0afbb4932ac731f95b50e267711;hpb=cfc1a19f21842b65814c855082b059b22ff0c392;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qh b/qcsrc/server/weapons/weaponsystem.qh index bb0cea798..c53b15094 100644 --- a/qcsrc/server/weapons/weaponsystem.qh +++ b/qcsrc/server/weapons/weaponsystem.qh @@ -1,43 +1,37 @@ -#ifndef WEAPONSYSTEM_H -#define WEAPONSYSTEM_H +#pragma once -.float wframe; +#include +#include 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(); +void CL_SpawnWeaponentity(entity e, .entity weaponentity); vector CL_Weapon_GetShotOrg(float wpn); -float forbidWeaponUse(); +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(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 weapon_prepareattack(float secondary, float attacktime); +float W_WeaponSpeedFactor(entity this); -float weapon_prepareattack_check(float secondary, float attacktime); +bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime); -float weapon_prepareattack_do(float secondary, float attacktime); +bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime); -void weapon_thinkf(float fr, float t, void() func); +void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime); -#endif +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);