/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ typedef struct { int id; /* bitflag id */ int slot; int slot_pos; void() draw; void() holster; void() primary; void() secondary; void() reload; void() release; void() crosshair; void() precache; void() pickup; void(player) updateammo; string() wmodel; string() pmodel; string() deathmsg; float() aimanim; void(int, vector) hudpic; } weapon_t; /* Weapon Indices for the weapon table */ enum { WEAPON_NONE, WEAPON_CROWBAR, WEAPON_GLOCK, WEAPON_PYTHON, WEAPON_MP5, WEAPON_SHOTGUN, WEAPON_CROSSBOW, WEAPON_RPG, WEAPON_GAUSS, WEAPON_EGON, WEAPON_HORNETGUN, WEAPON_HANDGRENADE, WEAPON_SATCHEL, WEAPON_TRIPMINE, WEAPON_SNARK }; /* What the weapons do support and stuff */ enum { AMMO_9MM, AMMO_357, AMMO_BUCKSHOT, AMMO_M203_GRENADE, AMMO_BOLT, AMMO_ROCKET, AMMO_URANIUM, AMMO_HANDGRENADE, AMMO_SATCHEL, AMMO_TRIPMINE, AMMO_SNARK, AMMO_HORNET }; void Weapons_DrawCrosshair(void); void Decals_PlaceSmall(vector); void Decals_PlaceBig(vector); void Weapons_MakeVectors(void); vector Weapons_GetCameraPos(void); void Weapons_ViewAnimation(int); void Weapons_ViewPunchAngle(vector); void Weapons_PlaySound(entity, float, string, float, float); int Weapons_IsPresent(player, int); void Weapons_SetModel(string); #ifdef SSQC void Weapons_RefreshAmmo(player); void Weapons_InitItem(int); float Weapons_GetAim(int); void Weapons_AddItem(player, int); void Weapons_RemoveItem(player, int); string Weapons_GetWorldmodel(int); void Weapons_UpdateAmmo(player, int, int, int); void Weapons_ReloadWeapon(player, .int, .int, int); #else string Weapons_GetPlayermodel(int); int Weapons_GetAnimation(void); void Weapons_HUDPic(int, int, vector); #endif