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1 #ifndef CLIENT_WEAPONS_PROJECTILE_H
2 #define CLIENT_WEAPONS_PROJECTILE_H
3
4 entityclass(Projectile);
5 class(Projectile).int traileffect;
6
7 class(Projectile).vector iorigin1, iorigin2;
8 class(Projectile).float spawntime;
9 class(Projectile).vector trail_oldorigin;
10 class(Projectile).float trail_oldtime;
11 class(Projectile).float fade_time, fade_rate;
12
13 class(Projectile).float alphamod;
14 class(Projectile).int count; // set if clientside projectile
15 class(Projectile).int cnt;   // sound index
16 class(Projectile).float gravity;
17 class(Projectile).int snd_looping;
18 class(Projectile).bool silent;
19
20 void SUB_Stop();
21
22 void Projectile_ResetTrail(entity this, vector to);
23
24 void Projectile_DrawTrail(entity this, vector to);
25
26 void Projectile_Draw(entity this);
27
28 void loopsound(entity e, int ch, string samp, float vol, float attn);
29
30 void Ent_RemoveProjectile();
31
32 #endif