+#include "all.qh"
#ifndef WEAPONS_ALL_C
#define WEAPONS_ALL_C
-#include "all.qh"
-
#if defined(CSQC)
#include <client/defs.qh>
#include "../constants.qh"
#include <lib/csqcmodel/cl_model.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include <common/items/_mod.qh>
#include <lib/warpzone/anglestransform.qh>
#include <lib/warpzone/common.qh>
#include <lib/warpzone/util_server.qh>
#include "../stats.qh"
#include "../teams.qh"
#include "../util.qh"
- #include "../monsters/all.qh"
+ #include "../monsters/_mod.qh"
#include "config.qh"
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/tracing.qh>
#include <server/defs.qh>
#include "../notifications/all.qh"
#include "../deathtypes/all.qh"
- #include <server/mutators/all.qh>
+ #include <server/mutators/_mod.qh>
#include "../mapinfo.qh"
- #include <server/command/common.qh>
+ #include <server/command/_mod.qh>
#include <lib/csqcmodel/sv_model.qh>
#include <server/portals.qh>
#include <server/g_hook.qh>
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
#include "calculations.qc"
#endif
#ifdef SVQC
return M_ARGV(1, string);
}
-#ifndef MENUQC
+#ifdef GAMEQC
vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
{
switch (algn)
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
REGISTER_NET_TEMP(wframe)
#ifdef CSQC
a.x = ReadCoord();
a.y = ReadCoord();
a.z = ReadCoord();
+ int slot = ReadByte();
bool restartanim = ReadByte();
- anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
- viewmodel.state = ReadByte();
- viewmodel.weapon_nextthink = ReadFloat();
- viewmodel.alpha = ReadByte() / 255;
- switch (viewmodel.state)
+ entity wepent = viewmodels[slot];
+ anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ wepent.state = ReadByte();
+ wepent.weapon_nextthink = ReadFloat();
+ wepent.alpha = ReadByte() / 255;
+ switch (wepent.state)
{
case WS_RAISE:
- viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
+ wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
break;
case WS_DROP:
- viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
+ wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
break;
default:
- viewmodel.weapon_switchdelay = 0;
+ wepent.weapon_switchdelay = 0;
break;
}
return true;
WriteCoord(channel, a.x);
WriteCoord(channel, a.y);
WriteCoord(channel, a.z);
+ WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
WriteFloat(channel, weaponentity.weapon_nextthink);