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;
.entity flagcarried;
.entity lastrocket;
+.entity lastmine;
.float playerid;
float playerid_last;
// TODO implemented fall and falling
#define ALLPLAYERSOUNDS \
_VOICEMSG(death) \
+ _VOICEMSG(fall) \
_VOICEMSG(drown) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
.float selectweapon; // last selected weapon of the player
.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+
+#define ACTIVE_NOT 0
+#define ACTIVE_ACTIVE 1
+#define ACTIVE_IDLE 2
+#define ACTIVE_BUSY 2
+#define ACTIVE_TOGGLE 3
+.float active;
+.float (float act_state) setactive;
+.entity realowner;
+
+.float nex_charge;