3 bool W_DualWielding(entity player);
4 void W_GiveWeapon (entity e, float wep);
5 .float prevstrengthsound;
6 .float prevstrengthsoundattempt;
7 void W_PlayStrengthSound(entity player);
8 float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception);
9 void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode);
12 const int MIF_SPLASH = BIT(1);
13 const int MIF_ARC = BIT(2);
14 const int MIF_PROXY = BIT(3);
15 const int MIF_GUIDED_MANUAL = BIT(4);
16 const int MIF_GUIDED_HEAT = BIT(5);
17 const int MIF_GUIDED_LASER = BIT(6);
18 const int MIF_GUIDED_AI = BIT(7);
19 const int MIF_GUIDED_TAG = BIT(7);
20 const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
21 const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
22 const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;