#define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE)
+void W_SwitchWeapon_Force(entity e, float w)
+{
+ e.cnt = e.switchweapon;
+ e.switchweapon = w;
+ e.selectweapon = w;
+}
+
// perform weapon to attack (weaponstate and attack_finished check is here)
void W_SwitchToOtherWeapon(entity pl)
{