float WS_INUSE = 3; // fire state
float WS_READY = 4; // idle frame
+// there is 2 weapon tics that can run in one server frame
+#define W_TICSPERFRAME 2
+
void weapon_defaultspawnfunc(float wpn);
string w_deathtypestring;
// TODO implemented fall and falling
#define ALLPLAYERSOUNDS \
_VOICEMSG(death) \
+ _VOICEMSG(fall) \
_VOICEMSG(drown) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
.float active;
.float (float act_state) setactive;
.entity realowner;
+
+.float nex_charge;