/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #if !defined ( WEAPONINFOH ) #define WEAPONINFOH #ifdef _WIN32 #ifndef __MINGW32__ #pragma once #endif /* not __MINGW32__ */ #endif // Info about weapons player might have in his/her possession typedef struct weapon_data_s { int m_iId; int m_iClip; float m_flNextPrimaryAttack; float m_flNextSecondaryAttack; float m_flTimeWeaponIdle; int m_fInReload; int m_fInSpecialReload; float m_flNextReload; float m_flPumpTime; float m_fReloadTime; float m_fAimedDamage; float m_fNextAimBonus; int m_fInZoom; int m_iWeaponState; int iuser1; int iuser2; int iuser3; int iuser4; float fuser1; float fuser2; float fuser3; float fuser4; } weapon_data_t; #endif