+ return;
+}
+
+void fireBallisticBullet_simple(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
+{
+ vector end;
+
+ dir = normalize(dir + randomvec() * spread);
+ end = start + dir * MAX_SHOT_DISTANCE;
+
+ for (;;)
+ {
+ // TODO also show effect
+ if(self.antilag_debug)
+ WarpZone_traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+ else
+ WarpZone_traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+
+ if (pointcontents (trace_endpos) != CONTENT_SKY)
+ {
+ trace_endpos = end;
+ return;