void UpdateFrags(entity player, int f);
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
-void W_SwitchWeapon_Force(Player this, Weapon w);
+void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
entity GiveFrags_randomweapons;
void GiveFrags (entity attacker, entity targ, float f, int deathtype);
void Unfreeze (entity targ);
-// these are updated by each Damage call for use in button triggering and such
-entity damage_targ;
-entity damage_inflictor;
-entity damage_attacker;
-
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float RadiusDamage_running;