8 entity weapon_dropevent_item;
10 // VorteX: static frame globals
11 const float WFRAME_DONTCHANGE = -1;
12 const float WFRAME_FIRE1 = 0;
13 const float WFRAME_FIRE2 = 1;
14 const float WFRAME_IDLE = 2;
15 const float WFRAME_RELOAD = 3;
17 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn);
19 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
21 void CL_SpawnWeaponentity(entity e);
23 vector CL_Weapon_GetShotOrg(float wpn);
25 float forbidWeaponUse(entity player);
27 void W_AttachToShotorg(entity actor, entity flash, vector offset);
29 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
31 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item);
33 void W_Reload(entity actor, float sent_ammo_min, string sent_sound);
35 void W_WeaponFrame(entity actor);
37 float W_WeaponRateFactor();
39 float W_WeaponSpeedFactor();
41 bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime);
43 bool weapon_prepareattack_check(Weapon thiswep, entity actor, float secondary, float attacktime);
45 void weapon_prepareattack_do(entity actor, float secondary, float attacktime);
47 void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, int slot, int fire) func);