3 // switch between weapons
4 void Send_WeaponComplain(entity e, float wpn, float type);
6 .float hasweapon_complain_spam;
7 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain);
9 .int weaponcomplainindex;
10 float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity);
13 #define w_getbestweapon(ent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true, weaponentities[0]))
15 void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
17 // perform weapon to attack (weaponstate and attack_finished check is here)
18 void W_SwitchToOtherWeapon(entity this, .entity weaponentity);
19 void W_SwitchWeapon(entity this, Weapon imp, .entity weaponentity);
21 void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity);
23 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity);
26 void W_NextWeapon(entity this, float list, .entity weaponentity);
29 void W_PreviousWeapon(entity this, float list, .entity weaponentity);
31 // previously used if exists and has ammo, (second) best otherwise
32 void W_LastWeapon(entity this, .entity weaponentity);