1 // switch between weapons
2 void Send_WeaponComplain(entity e, float wpn, float type);
4 .float hasweapon_complain_spam;
5 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
7 .float weaponcomplainindex;
8 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing);
10 #define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE)
12 void W_SwitchWeapon_Force(entity e, float w);
14 // perform weapon to attack (weaponstate and attack_finished check is here)
15 void W_SwitchToOtherWeapon(entity pl);
16 void W_SwitchWeapon(float imp);
18 void W_CycleWeapon(string weaponorder, float dir);
20 void W_NextWeaponOnImpulse(float imp);
23 void W_NextWeapon(float list);
26 void W_PreviousWeapon(float list);
28 // previously used if exists and has ammo, (second) best otherwise
29 void W_LastWeapon(void);