+.entity weaponentities[MAX_WEAPONSLOTS];
+
+int weaponslot(.entity weaponentity)
+{
+ for (int i = 0; i < MAX_WEAPONSLOTS; ++i)
+ {
+ if (weaponentities[i] == weaponentity)
+ {
+ return i;
+ }
+ }
+ return 0;
+}
+
+// weapon states (actor.(weaponentity).state)
+/** no weapon selected */
+const int WS_CLEAR = 0;
+/** raise frame */
+const int WS_RAISE = 1;
+/** deselecting frame */
+const int WS_DROP = 2;
+/** fire state */
+const int WS_INUSE = 3;
+/** idle frame */
+const int WS_READY = 4;