#pragma once
-#include <server/defs.qh>
#include <server/miscfunctions.qh>
+// 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;
..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;
+
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);