23 #define w_getbestweapon(ent,wepent) REGISTRY_GET(Weapons, W_GetCycleWeapon(ent, CS_CVAR(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent))
void W_CycleWeapon(entity this, string weaponorder, float dir,.entity weaponentity)
void W_PreviousWeapon(entity this, float list,.entity weaponentity)
float hasweapon_complain_spam
void W_SwitchWeapon_TryOthers(entity this, Weapon imp,.entity weaponentity)
void W_LastWeapon(entity this,.entity weaponentity)
void Send_WeaponComplain(entity e, float wpn, float type)
bool W_SwitchWeapon(entity this, Weapon imp,.entity weaponentity)
int autocvar_g_showweaponspawns
bool autocvar_g_weaponswitch_debug
entity weaponorder[REGISTRY_MAX(Weapons)]
bool client_hasweapon(entity this, Weapon wpn,.entity weaponentity, float andammo, bool complain)
void W_NextWeaponOnImpulse(entity this, float imp,.entity weaponentity)
float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing,.entity weaponentity)
void W_NextWeapon(entity this, float list,.entity weaponentity)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
bool autocvar_g_weaponswitch_debug_alternate
void W_SwitchToOtherWeapon(entity this,.entity weaponentity)