const float WFRAME_IDLE = 2;
const float WFRAME_RELOAD = 3;
-void CL_SpawnWeaponentity(entity e);
+vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn);
+
+vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
+
+void CL_SpawnWeaponentity(entity e, .entity weaponentity);
vector CL_Weapon_GetShotOrg(float wpn);
float W_WeaponSpeedFactor();
-bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime);
+bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, float secondary, float attacktime);
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
-void weapon_prepareattack_do(entity actor, float secondary, float attacktime);
+void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, bool fire1, bool fire2) func);
+void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);
#endif