// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
-float W_IsWeaponThrowable(float w);
+bool W_IsWeaponThrowable(entity this, int w);
// toss current weapon
-void W_ThrowWeapon(vector velo, vector delta, float doreduce);
+void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce);
void SpawnThrownWeapon(entity this, vector org, float w);