5 void thrown_wep_think();
7 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
8 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
10 float W_IsWeaponThrowable(float w);
12 // toss current weapon
13 void W_ThrowWeapon(vector velo, vector delta, float doreduce);
15 void SpawnThrownWeapon(vector org, float w);