3 #include <common/sounds/sound.qh>
5 entityclass(Projectile);
6 class(Projectile).int traileffect;
8 class(Projectile).vector iorigin1, iorigin2;
9 class(Projectile).float spawntime;
10 class(Projectile).vector trail_oldorigin;
11 class(Projectile).float trail_oldtime;
12 class(Projectile).float fade_time, fade_rate;
14 class(Projectile).float alphamod;
15 class(Projectile).int count; // set if clientside projectile
16 class(Projectile).int cnt; // sound index
17 class(Projectile).float gravity;
18 class(Projectile).int snd_looping;
19 class(Projectile).bool silent;
21 void SUB_Stop(entity this, entity toucher);
23 void Projectile_ResetTrail(entity this, vector to);
25 void Projectile_DrawTrail(entity this, vector to);
27 void Projectile_Draw(entity this);
29 void loopsound(entity e, int ch, Sound samp, float vol, float attn);
31 void Ent_RemoveProjectile(entity this);
33 const int FL_PROJECTILE = BIT(15);