.vector item_glowmod;
.bool item_simple; // probably not really needed, but better safe than sorry
.float alpha;
+.bool pushable;
void Item_SetAlpha(entity this)
{
bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
#include "sv_new_toys.qh"
#include "../random_items/sv_random_items.qh"
+#include <server/weapons/spawning.qh>
/*
#include "sv_nix.qh"
+#include <server/weapons/selection.qh>
+
//string autocvar_g_nix;
int autocvar_g_balance_nix_ammo_cells;
int autocvar_g_balance_nix_ammo_plasma;
#include <server/defs.qh>
#include <server/miscfunctions.qh>
+#include <server/weapons/selection.qh>
+#include <server/weapons/weaponsystem.qh>
#include "../cvars.qh"
#include "../aim.qh"
#include <server/defs.qh>
#include <server/miscfunctions.qh>
+#include <server/weapons/selection.qh>
#include "cvars.qh"
#include <common/state.qh>
// WEAPONTODO
.float autoswitch;
-bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, 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)
-.float weapon_nextthink;
-.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
-
-
-// there is 2 weapon tics that can run in one server frame
-const int W_TICSPERFRAME = 2;
-
-void weapon_defaultspawnfunc(entity this, Weapon e);
float intermission_running;
float intermission_exittime;
string gamemode_name;
-string W_Apply_Weaponreplace(string in);
-
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
bool radar_showennemies;
-.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;
-
.int minelayer_mines;
.float vortex_charge;
.float vortex_charge_rottime;
#include <server/mutators/_mod.qh>
+#include <server/teamplay.qh>
+
#include <server/weapons/common.qh>
#include <server/weapons/selection.qh>
#include <server/weapons/weaponsystem.qh>
#include <common/deathtypes/all.qh>
#include <common/notifications/all.qh>
#include <common/mapobjects/subs.qh>
+#include <common/mapobjects/triggers.qh>
#include <common/util.qh>
#include <common/monsters/_mod.qh>
+#include <common/wepent.qh>
#include <common/weapons/_all.qh>
#include <common/mutators/mutator/buffs/buffs.qh>
#pragma once
+#include <common/sounds/sound.qh>
+
void StartItem(entity this, entity a);
.int item_group;
.int item_group_count;
/// \copyright GNU GPLv2 or any later version.
#include <server/mutators/_mod.qh>
+#include <server/weapons/spawning.qh>
#include <common/weapons/all.qh>
#include <common/mapobjects/subs.qh>
#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);