X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=a8c23b26edfaa72f50aaf2907a2e3995b3c06eb8;hp=c55ae50f3512aff8f12d8dcc3c3d80b42a40cc2e;hb=7bd8f8562a392fda3ac881b1fbe2a35a5ef0f5c8;hpb=3e4fba6a8948d035faf1dd5afcb672fbf5498078 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index c55ae50f35..a8c23b26ed 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -162,13 +162,12 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // 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)