7 entity weapon_dropevent_item;
9 void CL_SpawnWeaponentity(entity e, .entity weaponentity);
11 vector CL_Weapon_GetShotOrg(float wpn);
13 float forbidWeaponUse(entity player);
15 void W_AttachToShotorg(entity actor, entity flash, vector offset);
17 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use);
19 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item);
21 void W_Reload(entity actor, float sent_ammo_min, string sent_sound);
23 void W_WeaponFrame(entity actor);
25 float W_WeaponRateFactor();
27 float W_WeaponSpeedFactor();
29 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
31 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
33 void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
35 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);