#ifndef WEAPONSYSTEM_H
#define WEAPONSYSTEM_H
-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../../common/util-pre.qh"
- #include "../sys-pre.qh"
- #include "../../dpdefs/progsdefs.qc"
- #include "../../dpdefs/dpextensions.qc"
- #include "../sys-post.qh"
- #include "../../warpzonelib/anglestransform.qh"
- #include "../../warpzonelib/mathlib.qh"
- #include "../../warpzonelib/common.qh"
- #include "../../warpzonelib/util_server.qh"
- #include "../../warpzonelib/server.qh"
- #include "../../common/constants.qh"
- #include "../../common/stats.qh"
- #include "../../common/teams.qh"
- #include "../../common/util.qh"
- #include "../../common/nades.qh"
- #include "../../common/buffs.qh"
- #include "../../common/test.qh"
- #include "../../common/counting.qh"
- #include "../../common/urllib.qh"
- #include "../../common/command/markup.qh"
- #include "../../common/command/rpn.qh"
- #include "../../common/command/generic.qh"
- #include "../../common/command/shared_defs.qh"
- #include "../../common/net_notice.qh"
- #include "../../common/animdecide.qh"
- #include "../../common/monsters/monsters.qh"
- #include "../../common/monsters/sv_monsters.qh"
- #include "../../common/monsters/spawn.qh"
- #include "../../common/weapons/config.qh"
- #include "../../common/weapons/weapons.qh"
- #include "accuracy.qh"
- #include "common.qh"
- #include "csqcprojectile.qh"
- #include "hitplot.qh"
- #include "selection.qh"
- #include "spawning.qh"
- #include "throwing.qh"
- #include "tracing.qh"
- #include "weaponstats.qh"
-#endif
+.float wframe;
-float weaponswapping;
float internalteam;
+float weaponswapping;
+entity weapon_dropevent_item;
+
+// VorteX: static frame globals
+const float WFRAME_DONTCHANGE = -1;
+const float WFRAME_FIRE1 = 0;
+const float WFRAME_FIRE2 = 1;
+const float WFRAME_IDLE = 2;
+const float WFRAME_RELOAD = 3;
+
+void CL_SpawnWeaponentity();
+
+vector CL_Weapon_GetShotOrg(float wpn);
+
+float forbidWeaponUse(entity player);
+
+void W_AttachToShotorg(entity flash, vector offset);
+
+void W_DecreaseAmmo(float ammo_use);
void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item);
-float forbidWeaponUse();
-#endif
\ No newline at end of file
+void W_Reload(float sent_ammo_min, string sent_sound);
+
+void W_WeaponFrame();
+
+float W_WeaponRateFactor();
+
+float W_WeaponSpeedFactor();
+
+float weapon_prepareattack(float secondary, float attacktime);
+
+float weapon_prepareattack_check(float secondary, float attacktime);
+
+float weapon_prepareattack_do(float secondary, float attacktime);
+
+void weapon_thinkf(float fr, float t, void() func);
+
+#endif