void CL_SpawnWeaponentity(entity e, .entity weaponentity);
vector CL_Weapon_GetShotOrg(float wpn);
void CL_SpawnWeaponentity(entity e, .entity weaponentity);
vector CL_Weapon_GetShotOrg(float wpn);
-void W_AttachToShotorg(entity actor, entity flash, vector offset);
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
-void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
+void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
-void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item);
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound);
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);
void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);