void Send_WeaponComplain(entity e, float wpn, float type)
{
msg_entity = e;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
+ WriteHeader(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
WriteByte(MSG_ONE, wpn);
WriteByte(MSG_ONE, type);
}
}
// previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon(void)
+void W_LastWeapon()
{SELFPARAM();
if(client_hasweapon(self, self.cnt, true, false))
W_SwitchWeapon(self.cnt);