// WEAPONTODO
.float autoswitch;
-bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain);
+bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain);
void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire);
void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
void PlayerUseKey();
-USING(spawn_evalfunc_t, vector(entity player, entity spot, vector current));
+USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;
string modname;