vector CL_Weapon_GetShotOrg(float wpn);
-float forbidWeaponUse(entity player);
+bool forbidWeaponUse(entity player);
-void W_AttachToShotorg(entity actor, entity flash, vector offset);
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset);
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item);
-void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound);
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
-void W_WeaponFrame(Player actor);
+void W_WeaponFrame(Player actor, .entity weaponentity);
-float W_WeaponRateFactor();
+float W_WeaponRateFactor(entity this);
-float W_WeaponSpeedFactor();
+float W_WeaponSpeedFactor(entity this);
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);