.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
+// WEAPONTODO
.float autoswitch;
-float weapon_action(float wpn, float wrequest);
+//float WEP_ACTION(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
void w_clear();
void w_ready();
.float weapon_nextthink;
.void() weapon_think;
-//float PLAYER_WEAPONSELECTION_DELAY = );
-const float PLAYER_WEAPONSELECTION_SPEED = 18;
-const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
// weapon states (self.weaponentity.state)
const float WS_CLEAR = 0; // no weapon selected
.float stat_shotorg; // networked stat for trueaim HUD
string matchid;
-.float hitplotfh;
.float last_pickup;
float client_cefc_accumulatortime;
#endif
-..float current_ammo;
-
.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float just_joined;
-.float cvar_cl_accuracy_data_share;
-.float cvar_cl_accuracy_data_receive;
-
.float cvar_cl_weaponimpulsemode;
.float selectweapon; // last selected weapon of the player