4 void thrown_wep_think(entity this);
6 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
7 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
9 bool W_IsWeaponThrowable(entity this, int w);
11 // toss current weapon
12 void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce);
14 void SpawnThrownWeapon(entity this, vector org, float w);