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