-float weaponswapping;
+#pragma once
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
float internalteam;
+float weaponswapping;
+entity weapon_dropevent_item;
+
+..entity weaponentity_fld;
+
+void CL_SpawnWeaponentity(entity e, .entity weaponentity);
+
+vector CL_Weapon_GetShotOrg(float wpn);
+
+bool forbidWeaponUse(entity player);
+
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
+
+void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
+
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
+
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
+
+void W_WeaponFrame(Player actor, .entity weaponentity);
+
+float W_WeaponRateFactor(entity this);
+
+float W_WeaponSpeedFactor(entity this);
+
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
+
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
-void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item);
+void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
-float forbidWeaponUse();
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);