Item * HUD_GetLeftHandWeapon(const le_t *actor, containerIndex_t *container)
returns the weapon the actor's left hand is touching. In case the actor holds a two handed weapon in ...
int HUD_CalcReloadTime(const le_t *le, const objDef_t *weapon, int toContainer)
void HUD_InitCallbacks(void)
const fireDef_t * HUD_GetFireDefinitionForHand(const le_t *actor, const actorHands_t hand)
Returns the fire definition of the item the actor has in the given hand.
item instance data, with linked list capability
this is a fire definition for our weapons/ammo
Defines all attributes of objects used in the inventory.