Merge branch 'master' into develop
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qh
index 2205d2b422110a28e19f92d9dfc431c9da81e2eb..356c3882a920d84537261cbc8b9acb9ba7b26be2 100644 (file)
@@ -391,18 +391,26 @@ ENUMCLASS_END(WFRAME)
 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
 
+REPLICATE_INIT(int, cvar_cl_gunalign);
+REPLICATE_INIT(bool, cvar_cl_weapon_switch_reload);
+REPLICATE_INIT(bool, cvar_cl_weapon_switch_fallback_to_impulse);
+REPLICATE_INIT(int, cvar_cl_weaponimpulsemode);
+
+REPLICATE_INIT(string, cvar_cl_weaponpriority);
+REPLICATE_INIT(string, cvar_cl_weaponpriorities[10]);
+
 #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");
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_share);
+REPLICATE_INIT(bool, cvar_cl_accuracy_data_receive);
 #endif
 
 #ifdef SVQC
 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
-#endif
 
-#ifdef SVQC
 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir);
+
+string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo);
+string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
 #endif
+
 #endif