#pragma once #include float autocvar_g_weaponspreadfactor; float autocvar_g_weaponforcefactor; float autocvar_g_weapondamagefactor; float autocvar_g_weaponratefactor; float autocvar_g_weaponspeedfactor; bool autocvar_g_weapons_spawnshield_forbid_firing; #define INDEPENDENT_ATTACK_FINISHED 1 // there is 2 weapon tics that can run in one server frame const int W_TICSPERFRAME = 2; // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; .void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; float internalteam; entity weapon_dropevent_item; // reset to 0 on weapon switch // may be useful to all weapons .float bulletcounter; ..entity weaponentity_fld; .float weapon_load[REGISTRY_MAX(Weapons)]; .int ammo_none; // used by the reloading system, must always be 0 .int clip_load; .int old_clip_load; .int clip_size; .float attack_finished_for[REGISTRY_MAX(Weapons) * MAX_WEAPONSLOTS]; .float attack_finished_single[MAX_WEAPONSLOTS]; #if INDEPENDENT_ATTACK_FINISHED #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) #else #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif #define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) void CL_SpawnWeaponentity(entity e, .entity weaponentity); void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); vector CL_Weapon_GetShotOrg(float wpn); bool weaponUseForbidden(entity player); bool weaponLocked(entity player); void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset); void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity); void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity); void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound); void W_ResetGunAlign(entity player, int preferred_alignment); void W_WeaponFrame(Player actor, .entity weaponentity); float W_WeaponRateFactor(entity this); float W_WeaponSpeedFactor(entity this); bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime); bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime); void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime); void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func); //REPLICATE_APPLYCHANGE("cl_gunalign", { W_ResetGunAlign(this, store.cvar_cl_gunalign); });