#ifndef CLIENT_WEAPONS_PROJECTILE_H #define CLIENT_WEAPONS_PROJECTILE_H entityclass(Projectile); 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) .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(entity this, vector to); void Projectile_DrawTrail(entity this, vector to); void Projectile_Draw(entity this); void loopsound(entity e, int ch, string samp, float vol, float attn); void Ent_RemoveProjectile(); void Ent_Projectile(); void Projectile_Precache(); #endif