.float wfiretime, wburst; // weapon variables .float dmg2; float fightdone, nofire; .float isadmin; .float iscreature; .entity aimtarg; void() SuperDamageSound; // called by worldspawn void() W_Precache; float(entity wclass) WeaponClassToNumber; entity(float number) NumberToWeaponClass; entity w_chain; .string w_item; .entity w_next; .entity w_prev; .float(float request) w_func; .float wanim_id; .float wanim_accumulator; .float wanim_frameseconds; .float wanim_finalframe; .float wanim_increment; .entity weaponclass; // current weapon .entity switchweaponclass; // desired weapon (current weapon will switch to it when idle) vector shotorg, shotdir; void() W_Hostile; float WR_REGISTER = 1; float WR_HASAMMO = 2; float WR_FRAME = 3; float WR_SETUP = 4; float WR_INSTANTSETUP = 5; float WR_ANIMATIONFRAME = 6; float WR_ANIMATIONFINISH = 7; float WR_AIM = 8; float WANIM_READY = 0; float WANIM_RAISE = 1; float WANIM_LOWER = 2; float WANIM_FIRE1 = 3; float WANIM_FIRE2 = 4; float WANIM_FIRE3 = 5; float WANIM_FIRE4 = 6; float WANIM_FIRE5 = 7; float WANIM_FIRE6 = 8; float WANIM_FIRE7 = 9; float WANIM_FIRE8 = 10; float WANIM_FIRE9 = 11; float WANIM_FIRE10 = 12; entity(float dangerous) W_BestWeaponClass;