#include "defs.qh"
#include "main.qh"
#include "miscfunctions.qh"
+#include "view.qh"
#include <common/ent_cs.qh>
#include <common/wepent.qh>
setorigin(this, this.origin);
}
-entity viewmodels[MAX_WEAPONSLOTS];
STATIC_INIT(viewmodel) {
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
viewmodels[slot] = new(viewmodel);
#pragma once
vector crosshair_getcolor(entity this, float health_stat);
+
+entity viewmodels[MAX_WEAPONSLOTS];
#include <common/physics/player.qh>
#include <common/state.qh>
#include <common/items/_mod.qh>
+#include <common/wepent.qh>
#include <common/triggers/teleporters.qh>
#include <common/triggers/trigger/jumppads.qh>
#include <common/state.qh>
#include <common/physics/player.qh>
+#include <common/wepent.qh>
#include "bot.qh"
#include "../common/items/_mod.qh"
#include "../common/state.qh"
#include "../common/effects/qc/globalsound.qh"
+#include "../common/wepent.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/anglestransform.qh"
#include "../lib/warpzone/server.qh"
#include "../common/effects/qc/all.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "../common/triggers/include.qh"
+#include "../common/wepent.qh"
#include "weapons/weaponstats.qh"
#include "../g_subs.qh"
#include <common/weapons/_all.qh>
#include <common/state.qh>
+#include <common/wepent.qh>
vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
{
#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <common/mutators/mutator/waypoints/waypointsprites.qh>
+#include <common/wepent.qh>
// switch between weapons
void Send_WeaponComplain(entity e, float wpn, float type)
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
+#include <common/wepent.qh>
void thrown_wep_think(entity this)
{
#include <common/weapons/_all.qh>
#include <common/state.qh>
#include <lib/csqcmodel/sv_model.qh>
+#include <common/wepent.qh>
.int state;