+ else if(!forbidWeaponUse(this))
+ {
+ entity actor = this;
+ w.wr_reload(w, actor, weaponentity);
+ }
+
+ return true; // player already has the weapon out or needs to reload
+}
+
+void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
+{
+ if(!W_SwitchWeapon(this, w, weaponentity))
+ W_NextWeaponOnImpulse(this, w.impulse, weaponentity);