+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../../dpdefs/progsdefs.qh"
+ #include "../../dpdefs/dpextensions.qh"
+ #include "../../warpzonelib/common.qh"
+ #include "../../common/constants.qh"
+ #include "../../common/util.qh"
+ #include "../../common/weapons/weapons.qh"
+ #include "tracing.qh"
+ #include "../autocvars.qh"
+ #include "../defs.qh"
+ #include "../antilag.qh"
+#endif
+
// this function calculates w_shotorg and w_shotdir based on the weapon model
// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
// make sure you call makevectors first (FIXME?)
//vector prevdir = w_shotdir;
//vector prevorg = w_shotorg;
- //vector prevend = w_shotend;
+ //vector prevend = w_shotend;
if (antilag)
if (!ent.cvar_cl_noantilag)
}
mspercallsum -= gettime(GETTIME_HIRES);
#endif
-
+
dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
-
+
#if 0
mspercallsum += gettime(GETTIME_HIRES);
mspercallcount += 1;
fireBullet_last_hit = world;
}
-void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
+void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
{
vector end;
WarpZone_trace_forent = self;
- for(0;;)
+ for (;;)
{
// TODO also show effect while tracing
WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);