#pragma once // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type); .float hasweapon_complain_spam; bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); .int weaponcomplainindex; float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity); #define w_getbestweapon(ent,wepent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true, wepent)) void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); // perform weapon to attack (weaponstate and attack_finished check is here) void W_SwitchToOtherWeapon(entity this, .entity weaponentity); void W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity); void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity); void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity); // next weapon void W_NextWeapon(entity this, float list, .entity weaponentity); // prev weapon void W_PreviousWeapon(entity this, float list, .entity weaponentity); // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon(entity this, .entity weaponentity);