+.float weapon_load[REGISTRY_MAX(Weapons)];
+.int ammo_none; // used by the reloading system, must always be 0
+.int clip_load;
+.int old_clip_load;
+.int clip_size;
+
+.float attack_finished_for[REGISTRY_MAX(Weapons) * MAX_WEAPONSLOTS];
+.float attack_finished_single[MAX_WEAPONSLOTS];
+#if INDEPENDENT_ATTACK_FINISHED
+#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)]))
+#else
+#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
+#endif
+#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w))
+