+#ifndef SELECTION_H
+#define SELECTION_H
+
// switch between weapons
void Send_WeaponComplain(entity e, float wpn, float type);
.float hasweapon_complain_spam;
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
-.float weaponcomplainindex;
+.int weaponcomplainindex;
float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing);
-#define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE)
+#define w_getbestweapon(ent) W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true)
void W_SwitchWeapon_Force(entity e, float w);
// previously used if exists and has ammo, (second) best otherwise
void W_LastWeapon(void);
+#endif