#pragma once

#include <common/weapons/all.qh>

float autocvar_g_weaponforcefactor;
float autocvar_g_weapondamagefactor;
float autocvar_g_weaponratefactor;
float autocvar_g_weaponspeedfactor;

#define INDEPENDENT_ATTACK_FINISHED 1

// there is 2 weapon tics that can run in one server frame
const int W_TICSPERFRAME = 2;

// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;

float internalteam;
entity weapon_dropevent_item;

// reset to 0 on weapon switch
// may be useful to all weapons
.float bulletcounter;

..entity weaponentity_fld;

.float weapon_load[REGISTRY_MAX(Weapons)];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
.int old_clip_load;
.int clip_size;

.float attack_finished_for[REGISTRY_MAX(Weapons) * MAX_WEAPONSLOTS];
.float attack_finished_single[MAX_WEAPONSLOTS];
#if INDEPENDENT_ATTACK_FINISHED
	#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
#else
	#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w))

void CL_SpawnWeaponentity(entity e, .entity weaponentity);

void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);

void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);

vector CL_Weapon_GetShotOrg(int wpn);

bool weaponUseForbidden(entity player);
bool weaponLocked(entity player);

void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);

void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);

void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, int weapon_type, entity weapon_item, .entity weaponentity);

void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);

void W_ResetGunAlign(entity player, int preferred_alignment);

void W_WeaponFrame(Player actor, .entity weaponentity);

float W_WeaponRateFactor(entity this);

float W_WeaponSpeedFactor(entity this);

bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);

bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);

void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime);

void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);

//REPLICATE_APPLYCHANGE("cl_gunalign", { W_ResetGunAlign(this, store.cvar_cl_gunalign); });
