float WS_INUSE = 3; // fire state
float WS_READY = 4; // idle frame
-// weapon requests
-float WR_SETUP = 1; // setup weapon data
-float WR_THINK = 2; // logic to run every frame
-float WR_CHECKAMMO1 = 3; // checks ammo for weapon
-float WR_CHECKAMMO2 = 4; // checks ammo for weapon
-float WR_AIM = 5; // runs bot aiming code for this weapon
-float WR_PRECACHE = 6; // precaches models/sounds used by this weapon
-float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
-float WR_KILLMESSAGE = 8; // sets w_deathtypestring or leaves it alone
-float WR_RELOAD = 9; // does not need to do anything
-float WR_RESETPLAYER = 10; // does not need to do anything
-
void weapon_defaultspawnfunc(float wpn);
string w_deathtypestring;
float game_starttime; //point in time when the countdown is over
.float stat_game_starttime;
+.float stat_sv_airaccel_qw;
+.float stat_sv_airstrafeaccel_qw;
+.float stat_sv_airspeedlimit_nonqw;
+
void W_Porto_Remove (entity p);
.float projectiledeathtype;
.float cvar_cl_weaponimpulsemode;
.float selectweapon; // last selected weapon of the player
+
+.float ballistics_density; // wall piercing factor, larger = bullet can pass through more