const float WR_RELOAD = 9; // (SERVER) handles reloading for weapon
const float WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
-const float WR_SWITCHABLE = 12; // (CLIENT) decides whether the player is able to switch away from this weapon
-const float WR_PLAYERDEATH = 13; // (SERVER) called whenever a player dies
-const float WR_GONETHINK = 14; // (SERVER) logic to run when weapon is lost/switched away from
-const float WR_CONFIG = 15; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-const float WR_ZOOMRETICLE = 16; // (CLIENT) weapon specific zoom reticle
+const float WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
+const float WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
+const float WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
+const float WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
// variables:
string weaponorder_byid;
player_regen();
+ // WEAPONTODO: Add a weapon request for this
// rot nex charge to the charge limit
if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);