.float fade_time;
.float fade_rate;
-// weapon animation vectors:
-.vector anim_fire1;
-.vector anim_fire2;
-.vector anim_idle;
-.vector anim_reload;
-
void() player_setupanimsformodel;
-void setanim(entity e, vector anim, float looping, float override, float restart);
.string mdl;
.entity item_pickupsound_ent;
.entity item_model_ent;
-// definitions for weaponsystem
-// more WEAPONTODO: move these to their proper files
-.entity exteriorweaponentity;
-.vector weaponentity_glowmod;
-
-//.int weapon; // current weapon
-.int switchweapon = _STAT(SWITCHWEAPON);
-.int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible)
-.string weaponname; // name of .weapon
-
// WEAPONTODO
.float autoswitch;
float client_hasweapon(entity cl, float wpn, float andammo, float 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)
-.float weapon_nextthink;
+.float weapon_nextthink = _STAT(WEAPON_NEXTTHINK);
.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
-// weapon states (self.weaponentity.state)
-const int WS_CLEAR = 0; // no weapon selected
-const int WS_RAISE = 1; // raise frame
-const int WS_DROP = 2; // deselecting frame
-const int WS_INUSE = 3; // fire state
-const int WS_READY = 4; // idle frame
-
// there is 2 weapon tics that can run in one server frame
const int W_TICSPERFRAME = 2;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
-.vector spawnorigin;
-
.vector death_origin;
.vector killer_origin;