#ifdef NEW_INVENTORY void Weapons_Init(void) { } string Weapons_GetWorldmodel(int) { return ""; } void Weapons_Draw(NSClientPlayer pl) { if (pl.m_activeweapon) pl.m_activeweapon.Draw(); } void Weapons_Release(NSClientPlayer pl) { if (pl.m_activeweapon) pl.m_activeweapon.Release(); } void Weapons_Primary(NSClientPlayer pl) { if (pl.m_activeweapon) pl.m_activeweapon.Primary(); } void Weapons_Secondary(NSClientPlayer pl) { if (pl.m_activeweapon) pl.m_activeweapon.Secondary(); } void Weapons_Reload(NSClientPlayer pl) { if (pl.m_activeweapon) pl.m_activeweapon.Reload(); } void Weapons_PreDraw(NSClientPlayer pl, bool thirdperson) { } void Weapons_SetGeomset(string foo) { } weapontype_t Weapons_GetType(NSClientPlayer pl, int w) { if (pl.m_activeweapon) return pl.m_activeweapon.GetType(); return WPNTYPE_INVALID; } void Weapons_UpdateAmmo(NSClientPlayer pl, int a1, int a2, int a3) { /* no change */ if (a1 == -1) a1 = pl.a_ammo1; if (a2 == -1) a2 = pl.a_ammo2; if (a3 == -1) a3 = pl.a_ammo3; /* networked as bytes, since we don't need more. Clamp to avoid errors */ pl.a_ammo1 = a1; pl.a_ammo2 = a2; pl.a_ammo3 = a3; } void Weapons_PickupNotify(NSClientPlayer pl, int w) {} void Weapons_RefreshAmmo(NSClientPlayer pl) {} #ifdef SERVER void Weapons_SwitchBest(NSClientPlayer pl, optional float skip) {} #endif int Weapons_AddItem(NSClientPlayer pl, int w, int startammo) {} void Weapons_RemoveItem(NSClientPlayer pl, int w) {} void Weapons_InitItem(int w) {} void Weapons_ReloadWeapon(NSClientPlayer pl, .int mag, .int ammo, int max) {} void Weapon_DropCurrentWeapon(NSClientPlayer pl) {} int Weapon_GetCount() {} int Weapon_GetBitID(int) {} int Weapons_IsEmpty(NSClientPlayer, int) {} #endif