Weapon Weapons_fromstr(string s)
{
FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
- return NULL;
+ return WEP_Null;
}
X(weaponthrowable, float)
#ifdef SVQC
X(reload_ammo, float)
-.float reloading_ammo = reload_ammo;
+const .float reloading_ammo = reload_ammo;
X(reload_time, float)
-.float reloading_time = reload_time;
+const .float reloading_time = reload_time;
#endif
#undef X
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
+
+#ifdef SVQC
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+#endif
#endif