// weapon switching impulses
if(self.deadflag == DEAD_NO)
W_NextWeaponOnImpulse(imp);
// weapon switching impulses
if(self.deadflag == DEAD_NO)
W_NextWeaponOnImpulse(imp);
break;
case 17:
W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
break;
case 18:
break;
case 17:
W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
break;
case 18: