.float prevwarntime;
bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
{
+ SELFPARAM();
if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
bool ammo = false;
if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
{
+ SELFPARAM();
Weapon w = Weapons_from(weapon_type);
weapon_dropevent_item = weapon_item;
WITH(entity, self, player, w.event(w));