#ifndef WEAPONSYSTEM_H #define WEAPONSYSTEM_H .float wframe; 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; vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn); vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn); void CL_SpawnWeaponentity(entity e, int slot); vector CL_Weapon_GetShotOrg(float wpn); float forbidWeaponUse(entity player); void W_AttachToShotorg(entity actor, 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_WeaponFrame(entity actor); float W_WeaponRateFactor(); float W_WeaponSpeedFactor(); bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime); bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, float secondary, float attacktime); void weapon_prepareattack_do(entity actor, int slot, float secondary, float attacktime); void weapon_thinkf(entity actor, int slot, float fr, float t, void(Weapon thiswep, entity actor, int slot, int fire) func); #endif