/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ typedef struct { string name; int id; /* bitflag id */ int slot; int slot_pos; int allow_drop; void(void) draw; void(void) holster; void(void) primary; void(void) secondary; void(void) reload; void(void) release; void(void) crosshair; void(void) precache; int(int, int) pickup; void(player) updateammo; string() wmodel; string() pmodel; string() deathmsg; float() aimanim; void(int, vector, float) hudpic; } weapon_t; void Weapons_DrawCrosshair(void); 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); void Weapons_SetGeomset(string); #ifdef CLIENT string Weapons_GetPlayermodel(int); int Weapons_GetAnimation(void); void Weapons_HUDPic(int, int, vector, float); #endif