7 // this function calculates w_shotorg and w_shotdir based on the weapon model
8 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
9 // make sure you call makevectors first (FIXME?)
10 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range);
12 #define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
13 #define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
14 #define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
15 #define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
16 #define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
18 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute);
22 float mspercallsstyle;
25 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute);
27 void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread); /* WEAPONTODO
29 W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
32 #define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
33 #define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)
36 // ====================
38 // ====================
40 .float railgundistance;
42 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype);
48 void W_BallisticBullet_Hit (void);
50 .void(void) W_BallisticBullet_LeaveSolid_think_save;
51 .float W_BallisticBullet_LeaveSolid_nextthink_save;
52 .vector W_BallisticBullet_LeaveSolid_origin;
53 .vector W_BallisticBullet_LeaveSolid_velocity;
55 void W_BallisticBullet_LeaveSolid_think();
57 float W_BallisticBullet_LeaveSolid(float eff);
59 void W_BallisticBullet_Touch (void);
61 void endFireBallisticBullet(); /* WEAPONTODO
66 entity fireBallisticBullet_trace_callback_ent;
67 float fireBallisticBullet_trace_callback_eff;
68 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end);
70 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant);
72 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer);