WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
WEPSET_ALL |= set;
if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
- it.weapons = set;
if (it == WEP_Null) continue;
int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
if (imp <= WEP_IMPULSE_END)
.WFRAME wframe;
+#ifdef SVQC
+ #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin
+#elif defined(CSQC)
+ string autocvar_cl_shootfromfixedorigin;
+ #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
+#endif
+
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
#endif