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