// com_weapons.h // Shared weapons common function prototypes #if !defined( COM_WEAPONSH ) #define COM_WEAPONSH #ifdef _WIN32 #pragma once #endif #include "hud_iface.h" extern "C" { void EXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ); } void COM_Log( char *pszFile, char *fmt, ...); int CL_IsDead( void ); float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ); int UTIL_SharedRandomLong( unsigned int seed, int low, int high ); int HUD_GetWeaponAnim( void ); void HUD_SendWeaponAnim( int iAnim, int body, int force ); void HUD_PlaySound( char *sound, float volume ); void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); void HUD_SetMaxSpeed( const struct edict_s *ed, float speed ); int stub_PrecacheModel( char* s ); int stub_PrecacheSound( char* s ); unsigned short stub_PrecacheEvent( int type, const char *s ); const char *stub_NameForFunction ( uint32 function ); void stub_SetModel ( struct edict_s *e, const char *m ); extern cvar_t *cl_lw; extern int g_runfuncs; extern vec3_t v_angles; extern float g_lastFOV; extern struct local_state_s *g_finalstate; #endif