void Send_WeaponComplain(entity e, float wpn, float type);
.float hasweapon_complain_spam;
void Send_WeaponComplain(entity e, float wpn, float type);
.float hasweapon_complain_spam;
-float client_hasweapon(entity cl, float wpn, float andammo, float complain);
+bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
.int weaponcomplainindex;
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing);
#define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true)
.int weaponcomplainindex;
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing);
#define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true)
// perform weapon to attack (weaponstate and attack_finished check is here)
void W_SwitchToOtherWeapon(entity pl);
// perform weapon to attack (weaponstate and attack_finished check is here)
void W_SwitchToOtherWeapon(entity pl);