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/***
*
* 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.
*
****/
#pragma once
#if !defined(WEAPONINFO_H)
#define WEAPONINFO_H
// 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//WEAPONINFO_H