3 #include <common/sounds/sound.qh>
5 entityclass(Projectile);
6 classfield(Projectile).int traileffect;
8 classfield(Projectile).vector iorigin1, iorigin2;
9 classfield(Projectile).float spawntime;
10 classfield(Projectile).vector trail_oldorigin;
11 classfield(Projectile).float trail_oldtime;
12 classfield(Projectile).float fade_time, fade_rate;
14 classfield(Projectile).float alphamod;
15 classfield(Projectile).int count; // set if clientside projectile
16 classfield(Projectile).int cnt; // sound index
17 classfield(Projectile).float gravity;
18 classfield(Projectile).int snd_looping;
19 classfield(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);