weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
}
-#ifdef SVQC
-void CL_WeaponEntity_SetModel(entity this, int slot, string name);
+#ifndef MENUQC
+
+.entity weaponentity[MAX_WEAPONSLOTS];
+.entity weaponchild;
+.entity exteriorweaponentity;
+.vector weaponentity_glowmod;
+
+//.int weapon; // current weapon
+.int switchweapon; // weapon requested to switch to
+.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+.string weaponname; // name of .weapon
+
+.vector spawnorigin; // for casings
+
+// weapon animation vectors:
+.vector anim_fire1;
+.vector anim_fire2;
+.vector anim_idle;
+.vector anim_reload;
+
+// static frame globals
+.int wframe;
+
+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_values(vector vecs, bool y_is_right, bool visual, int algn);
+void CL_WeaponEntity_SetModel(entity this, string name);
#endif
#endif