X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=f6f3d1b7a0cab833b6b5322ee8c85a8b24da7387;hp=a165f9d440042c6aca7aee62cb388e3e2433a8a4;hb=047e80d3190ef626c6029a655677ff1a08e66e3a;hpb=4660405e09300fbdbefb7a1f98211737317ee946 diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index a165f9d440..f6f3d1b7a0 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -166,11 +166,11 @@ const float MAX_DAMAGEEXTRARADIUS = 16; .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, bool fire1, bool fire2); +void w_ready(Weapon thiswep, 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, bool fire1, bool fire2) weapon_think; // weapon states (self.weaponentity.state)