#pragma once #include entityclass(Projectile); classfield(Projectile).int traileffect; classfield(Projectile).vector iorigin1, iorigin2; classfield(Projectile).float spawntime; classfield(Projectile).vector trail_oldorigin; classfield(Projectile).float trail_oldtime; classfield(Projectile).float fade_time, fade_rate; classfield(Projectile).float alphamod; classfield(Projectile).int count; // set if clientside projectile classfield(Projectile).int cnt; // sound index classfield(Projectile).float gravity; classfield(Projectile).int snd_looping; classfield(Projectile).bool silent; void SUB_Stop(entity this, entity toucher); 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, Sound samp, float vol, float attn); void Ent_RemoveProjectile(entity this); const int FL_PROJECTILE = BIT(15);