X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Fweaponsystem.qh;h=b7ca597046fea210e290d2a00af5b10ef6a3367b;hb=e424ba544c41fc40b241b17bd7c1d9c2fc930705;hp=e1fc0922d62f53d50ce4b99fbe436b82b1bd20e7;hpb=c51698509e174e343dff48128a1dcfff1527c535;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/weapons/weaponsystem.qh b/qcsrc/server/weapons/weaponsystem.qh index e1fc0922d..b7ca59704 100644 --- a/qcsrc/server/weapons/weaponsystem.qh +++ b/qcsrc/server/weapons/weaponsystem.qh @@ -1,45 +1,33 @@ -#ifndef WEAPONSYSTEM_H -#define WEAPONSYSTEM_H - -.float wframe; +#pragma once 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(entity e); +void CL_SpawnWeaponentity(entity e, .entity weaponentity); vector CL_Weapon_GetShotOrg(float wpn); -float forbidWeaponUse(entity player); +bool forbidWeaponUse(entity player); -void W_AttachToShotorg(entity actor, entity flash, vector offset); +void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset); void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use); -void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item); - -void W_Reload(entity actor, float sent_ammo_min, string sent_sound); +void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item); -void W_WeaponFrame(entity actor); +void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound); -float W_WeaponRateFactor(); +void W_WeaponFrame(Player actor, .entity weaponentity); -float W_WeaponSpeedFactor(); +float W_WeaponRateFactor(entity this); -bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime); +float W_WeaponSpeedFactor(entity this); -bool weapon_prepareattack_check(Weapon thiswep, entity actor, float secondary, float attacktime); +bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime); -void weapon_prepareattack_do(entity actor, float secondary, float attacktime); +bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime); -void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func); +void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime); -#endif +void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);