Nuclide
Software Development Kit for id Tech
weapons.h
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1
2
3#ifdef NEW_INVENTORY
4
11void Weapons_Init(void);
12string Weapons_GetWorldmodel(int);
15void Weapons_UpdateAmmo(NSClientPlayer, int, int, int);
16
17#ifdef CLIENT
18void Weapons_SetGeomset(string);
19#endif
20#endif
21
22
23#ifdef CLIENT
24
25void
26Weapons_SwitchBest(NSClientPlayer pl, optional float skip)
27{
28
29}
30#endif
31
32
33var int g_weapon_weights[32];
weapontype_t
Definition: NSNavAI.h:35
This entity class represents every player client.
Definition: NSClientPlayer.h:26
void Weapons_SwitchBest(NSClientPlayer pl, optional float skip)
Definition: weapons.qc:93
var int g_weapon_weights[32]
Definition: weapons.h:33
void Weapons_Primary(NSClientPlayer pl)
Definition: weapon_common.qc:69
weapontype_t Weapons_GetType(NSClientPlayer, int)
Definition: weapon_common.qc:113
void Weapons_PreDraw(NSClientPlayer pl, int)
Definition: weapon_common.qc:100
void Weapons_Release(NSClientPlayer pl)
Definition: weapon_common.qc:94
void Weapons_SetGeomset(string)
Definition: weapon_common.qc:52
int Weapons_IsEmpty(NSClientPlayer, int)
Definition: weapon_common.qc:106
void Weapons_Draw(NSClientPlayer pl)
Definition: weapon_common.qc:57
void Weapons_Init(void)
Definition: weapon_common.qc:18
string Weapons_GetWorldmodel(int)
Definition: weapon_common.qc:125
void Weapons_Reload(NSClientPlayer pl)
Definition: weapon_common.qc:88
void Weapons_Secondary(NSClientPlayer pl)
Definition: weapon_common.qc:82
void Weapons_UpdateAmmo(NSClientPlayer, int, int, int)
Definition: weapon_common.qc:228