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