+
+ return true; // player already has the weapon out or needs to reload
+}
+
+void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
+{
+ if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse)
+ W_NextWeaponOnImpulse(this, w.impulse, weaponentity);