void Send_WeaponComplain(entity e, float wpn, float type);
.float hasweapon_complain_spam;
-bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
+bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain);
.int weaponcomplainindex;
-float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing);
+float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing);
#define w_getbestweapon(ent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true))
-void W_SwitchWeapon_Force(entity e, Weapon w);
+void W_SwitchWeapon_Force(Player this, Weapon w);
// perform weapon to attack (weaponstate and attack_finished check is here)
-void W_SwitchToOtherWeapon(entity pl);
-void W_SwitchWeapon(Weapon imp);
+void W_SwitchToOtherWeapon(entity this);
+void W_SwitchWeapon(entity this, Weapon imp);
-void W_CycleWeapon(string weaponorder, float dir);
+void W_CycleWeapon(entity this, string weaponorder, float dir);
-void W_NextWeaponOnImpulse(float imp);
+void W_NextWeaponOnImpulse(entity this, float imp);
// next weapon
-void W_NextWeapon(float list);
+void W_NextWeapon(entity this, float list);
// prev weapon
-void W_PreviousWeapon(float list);
+void W_PreviousWeapon(entity this, float list);
// previously used if exists and has ammo, (second) best otherwise
void W_LastWeapon(entity this);