11 #define INDEPENDENT_ATTACK_FINISHED 1 37 #if INDEPENDENT_ATTACK_FINISHED 38 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) 40 #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) 42 #define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w)) void weapon_prepareattack_do(entity actor,.entity weaponentity, float secondary, float attacktime)
void W_AttachToShotorg(entity actor,.entity weaponentity, entity flash, vector offset)
float weapon_load[REGISTRY_MAX(Weapons)]
float autocvar_g_weaponratefactor
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weaponLocked(entity player)
void W_DropEvent(.void(Weapon, entity actor,.entity) event, entity player, float weapon_type, entity weapon_item,.entity weaponentity)
void W_WeaponFrame(Player actor,.entity weaponentity)
bool weaponUseForbidden(entity player)
bool weapon_prepareattack_check(Weapon thiswep, entity actor,.entity weaponentity, float secondary, float attacktime)
void W_ResetGunAlign(entity player, int preferred_alignment)
float autocvar_g_weapondamagefactor
const int MAX_WEAPONSLOTS
entity weapon_dropevent_item
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
float W_WeaponSpeedFactor(entity this)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
float autocvar_g_weaponforcefactor
void w_clear(Weapon thiswep, entity actor,.entity weaponentity, int fire)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float autocvar_g_weaponspreadfactor
void CL_SpawnWeaponentity(entity e,.entity weaponentity)
float autocvar_g_weaponspeedfactor
float attack_finished_for[REGISTRY_MAX(Weapons) *MAX_WEAPONSLOTS]
float W_WeaponRateFactor(entity this)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
vector CL_Weapon_GetShotOrg(float wpn)
float attack_finished_single[MAX_WEAPONSLOTS]