3 // switch between weapons
4 void Send_WeaponComplain(entity e, float wpn, float type);
6 .float hasweapon_complain_spam;
7 bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
9 .int weaponcomplainindex;
10 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing);
12 #define w_getbestweapon(ent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true))
14 void W_SwitchWeapon_Force(entity e, Weapon w);
16 // perform weapon to attack (weaponstate and attack_finished check is here)
17 void W_SwitchToOtherWeapon(entity pl);
18 void W_SwitchWeapon(Weapon imp);
20 void W_CycleWeapon(string weaponorder, float dir);
22 void W_NextWeaponOnImpulse(float imp);
25 void W_NextWeapon(float list);
28 void W_PreviousWeapon(float list);
30 // previously used if exists and has ammo, (second) best otherwise
31 void W_LastWeapon(entity this);