#pragma once #include #include float internalteam; entity weapon_dropevent_item; ..entity weaponentity_fld; void CL_SpawnWeaponentity(entity e, .entity weaponentity); vector CL_Weapon_GetShotOrg(float wpn); bool weaponUseForbidden(entity player); bool weaponLocked(entity player); void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset); void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity); void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity); void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound); void W_WeaponFrame(Player actor, .entity weaponentity); float W_WeaponRateFactor(entity this); float W_WeaponSpeedFactor(entity this); bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime); bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime); void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime); void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);