#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(); const int FL_PROJECTILE = BIT(15); #endif