void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire);
-vector CL_Weapon_GetShotOrg(float wpn);
+vector CL_Weapon_GetShotOrg(int wpn);
bool weaponUseForbidden(entity player);
bool weaponLocked(entity player);
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity);
-void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, float weapon_type, entity weapon_item, .entity weaponentity);
+void W_DropEvent(.void(Weapon, entity actor, .entity) event, entity player, int weapon_type, entity weapon_item, .entity weaponentity);
void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound);
bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, float secondary, float attacktime);
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime);
-void weapon_prepareattack_do(entity actor, .entity weaponentity, float secondary, float attacktime);
+void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime);
void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);