#ifndef _WEAPONCOMMON #define _WEAPONCOMMON #include "rstl/vector.hpp" class CToken; class CSfxHandle; namespace NWeaponTypes { enum EGunAnimType { kGAT_BasePosition, kGAT_Shoot, kGAT_ChargeUp, kGAT_ChargeLoop, kGAT_ChargeShoot, kGAT_FromMissile, kGAT_ToMissile, kGAT_MissileShoot, kGAT_MissileReload, kGAT_FromBeam, kGAT_ToBeam }; CSfxHandle play_sfx(ushort sfx, bool underwater, bool looped, short pan); void get_token_vector(CAnimData& animData, int, rstl::vector< CToken >& tokensOut, bool preLock); void get_token_vector(const CAnimData& animData, int begin, int end, rstl::vector< CToken >& tokensOut, bool preLock); bool are_tokens_ready(const rstl::vector< CToken >&); } // namespace NWeaponTypes #endif // _WEAPONCOMMON