#define WepSet_FromWeapon(it) ((it).m_wepset)
WepSet _WepSet_FromWeapon(int i);
-GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
+GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // WEAPONTODO: make this work with other progs than just server
{
switch(request)
{
FOREACH(Weapons, true, {
WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
WEPSET_ALL |= set;
- if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
+ if (it.spawnflags & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
if (it == WEP_Null) continue;
int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
if (imp <= WEP_IMPULSE_END)
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
+#ifdef CSQC
+bool cvar_cl_accuracy_data_share;
+REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
+bool cvar_cl_accuracy_data_receive;
+REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
+#endif
+
#ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
#endif
#endif