-#ifndef PROJECTILE_H
-#define PROJECTILE_H
+#ifndef CLIENT_WEAPONS_PROJECTILE_H
+#define CLIENT_WEAPONS_PROJECTILE_H
entityclass(Projectile);
-class(Projectile) .int traileffect;
+class(Projectile).int traileffect;
-class(Projectile) .vector iorigin1, iorigin2;
-class(Projectile) .float spawntime;
-class(Projectile) .vector trail_oldorigin;
-class(Projectile) .float trail_oldtime;
-class(Projectile) .float fade_time, fade_rate;
+class(Projectile).vector iorigin1, iorigin2;
+class(Projectile).float spawntime;
+class(Projectile).vector trail_oldorigin;
+class(Projectile).float trail_oldtime;
+class(Projectile).float fade_time, fade_rate;
-class(Projectile) .float alphamod;
-class(Projectile) .int count; // set if clientside projectile
-class(Projectile) .int cnt; // sound index
-class(Projectile) .float gravity;
-class(Projectile) .int snd_looping;
-class(Projectile) .bool silent;
+class(Projectile).float alphamod;
+class(Projectile).int count; // set if clientside projectile
+class(Projectile).int cnt; // sound index
+class(Projectile).float gravity;
+class(Projectile).int snd_looping;
+class(Projectile).bool silent;
void SUB_Stop();
-void Projectile_ResetTrail(vector to);
+void Projectile_ResetTrail(entity this, vector to);
-void Projectile_DrawTrail(vector to);
+void Projectile_DrawTrail(entity this, vector to);
-void Projectile_Draw();
+void Projectile_Draw(entity this);
void loopsound(entity e, int ch, string samp, float vol, float attn);