3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/miscfunctions.qh>
7 .int selectweapon; // last selected weapon of the player
11 // switch between weapons
12 void Send_WeaponComplain(entity e, float wpn, float type);
14 .float hasweapon_complain_spam;
15 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
17 .int weaponcomplainindex;
18 float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity);
20 #define w_getbestweapon(ent,wepent) REGISTRY_GET(Weapons, W_GetCycleWeapon(ent, CS(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent))
22 void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
24 // perform weapon to attack (weaponstate and attack_finished check is here)
25 void W_SwitchToOtherWeapon(entity this, .entity weaponentity);
26 bool W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); // returns false if the player does not have the weapon
27 void W_SwitchWeapon_TryOthers(entity this, Weapon imp, .entity weaponentity);
29 void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity);
31 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity);
34 void W_NextWeapon(entity this, float list, .entity weaponentity);
37 void W_PreviousWeapon(entity this, float list, .entity weaponentity);
39 // previously used if exists and has ammo, (second) best otherwise
40 void W_LastWeapon(entity this, .entity weaponentity);