#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(entity e); vector CL_Weapon_GetShotOrg(float wpn); float forbidWeaponUse(entity player); void W_AttachToShotorg(entity flash, vector offset); void W_DecreaseAmmo(Weapon wep, float ammo_use); void W_DropEvent(.bool(Weapon) event, entity player, float weapon_type, entity weapon_item); void W_Reload(float sent_ammo_min, string sent_sound); void W_WeaponFrame(); float W_WeaponRateFactor(); float W_WeaponSpeedFactor(); float weapon_prepareattack(float secondary, float attacktime); float weapon_prepareattack_check(float secondary, float attacktime); float weapon_prepareattack_do(float secondary, float attacktime); void weapon_thinkf(float fr, float t, void(Weapon thiswep, bool fire1, bool fire2) func); #endif