#define INDEPENDENT_ATTACK_FINISHED
-noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
-
#define BUTTON_ATCK button0
#define BUTTON_JUMP button2
#define BUTTON_ATCK2 button3
.float species;
+.float scheduledrespawntime;
.float respawntime;
.float respawntimejitter;
//.float chasecam;
.float pauserothealth_finished;
.float pauserotarmor_finished;
.float pauserotfuel_finished;
+// string overrides entity
.string item_pickupsound;
+.entity item_pickupsound_ent;
// definitions for weaponsystem
// more WEAPONTODO: move these to their proper files
// WEAPONTODO
.float autoswitch;
-//float WEP_ACTION(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
-void w_clear();
-void w_ready();
+void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2);
+void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
-.void() weapon_think;
+.void(Weapon thiswep, entity actor, bool fire1, bool fire2) weapon_think;
// weapon states (self.weaponentity.state)