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hlsdk-xash3d/cl_dll/com_weapons.h

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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// com_weapons.h
// Shared weapons common function prototypes
#pragma once
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#if !defined( COM_WEAPONSH )
#define COM_WEAPONSH
#include "hud_iface.h"
extern "C"
{
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
}
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void COM_Log( const char *pszFile, const char *fmt, ... );
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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 );
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void HUD_PlaySound( const char *sound, float volume );
void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, const float *origin, const float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
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void HUD_SetMaxSpeed( const struct edict_s *ed, float speed );
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int stub_PrecacheModel( const char* s );
int stub_PrecacheSound( const char* s );
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unsigned short stub_PrecacheEvent( int type, const char *s );
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const char *stub_NameForFunction( void *function );
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void stub_SetModel( struct edict_s *e, const char *m );
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extern cvar_t *cl_lw;
extern int g_runfuncs;
extern vec3_t v_angles;
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extern vec3_t v_client_aimangles;
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extern float g_lastFOV;
extern struct local_state_s *g_finalstate;
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#endif