#ifndef SELECTION_H #define SELECTION_H #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include "../../common/util-pre.qh" #include "../sys-pre.qh" #include "../../dpdefs/progsdefs.qh" #include "../../dpdefs/dpextensions.qh" #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" #endif // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; float client_hasweapon(entity cl, float wpn, float andammo, float complain); .float weaponcomplainindex; float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing); #define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true) void W_SwitchWeapon_Force(entity e, float w); // perform weapon to attack (weaponstate and attack_finished check is here) void W_SwitchToOtherWeapon(entity pl); void W_SwitchWeapon(float imp); void W_CycleWeapon(string weaponorder, float dir); void W_NextWeaponOnImpulse(float imp); // next weapon void W_NextWeapon(float list); // prev weapon void W_PreviousWeapon(float list); // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon(void); #endif