5 entity weapon_dropevent_item;
7 void CL_SpawnWeaponentity(entity e, .entity weaponentity);
9 vector CL_Weapon_GetShotOrg(float wpn);
11 bool forbidWeaponUse(entity player);
13 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
15 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
17 void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item);
19 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
21 void W_WeaponFrame(Player actor, .entity weaponentity);
23 float W_WeaponRateFactor(entity this);
25 float W_WeaponSpeedFactor(entity this);
27 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
29 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
31 void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
33 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);