#ifdef NEW_INVENTORY /* for AI identification purposes */ typedef enum { WPNTYPE_INVALID, /* no logic */ WPNTYPE_RANGED, /* will want to keep their distance mostly */ WPNTYPE_THROW, /* has to keep some distance, but not too far */ WPNTYPE_CLOSE, /* have to get really close */ WPNTYPE_FULLAUTO, /* for things that need to be held down */ WPNTYPE_SEMI /* semi automatic */ } weapontype_t; void Weapons_Draw(NSClientPlayer); void Weapons_Release(NSClientPlayer); void Weapons_Primary(NSClientPlayer); void Weapons_Secondary(NSClientPlayer); void Weapons_Reload(NSClientPlayer); void Weapons_PreDraw(NSClientPlayer, bool); void Weapons_Init(void); string Weapons_GetWorldmodel(int); weapontype_t Weapons_GetType(NSClientPlayer, int); int Weapons_IsEmpty(NSClientPlayer, int); void Weapons_UpdateAmmo(NSClientPlayer, int, int, int); #ifdef CLIENT void Weapons_SetGeomset(string); #endif #endif #ifdef CLIENT void Weapons_SwitchBest(NSClientPlayer pl, optional float skip) { } #endif