// WEAPONTODO
.float autoswitch;
-bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
+bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain);
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
WepSet weaponsInMap;
#define weapons _STAT(WEAPONS)
-#define weaponsinmap _STAT(WEAPONSINMAP)
.float respawn_countdown; // next number to count
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
-.float stat_game_starttime = _STAT(GAMESTARTTIME);
-.float stat_round_starttime = _STAT(ROUNDSTARTTIME);
void W_Porto_Remove (entity p);
.string message2;
-.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM);
-
// reset to 0 on weapon switch
// may be useful to all weapons
.float bulletcounter;
.entity ballcarried; // Also used for keepaway
float g_nexball_meter_period;
-void SUB_DontUseTargets();
-void SUB_UseTargets();
+void SUB_DontUseTargets(entity this, entity actor, entity trigger);
+void SUB_UseTargets(entity this, entity actor, entity trigger);
.void(entity this) reset; // if set, an entity is reset using this
.void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
-.float stat_leadlimit = _STAT(LEADLIMIT);
-
bool radar_showennemies;
#ifdef PROFILING
const float ACTIVE_BUSY = 2;
const float ACTIVE_TOGGLE = 3;
.float active;
-.void (float act_state) setactive;
+.void (entity this, int act_state) setactive;
.entity realowner;
//float serverflags;
void PlayerUseKey();
-USING(spawn_evalfunc_t, vector(entity player, entity spot, vector current));
+USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;
string modname;