// WEAPONTODO
.float autoswitch;
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
-void w_clear(Weapon thiswep, entity actor, int slot, int fire);
-void w_ready(Weapon thiswep, entity actor, int slot, int fire);
+void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
+void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
-.void(Weapon thiswep, entity actor, int slot, int fire) weapon_think;
+.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think;
// weapon states (self.weaponentity.state)