3 #include <common/sounds/sound.qh>
5 bool autocvar_cl_projectiles_sloppy;
7 entityclass(Projectile);
8 classfield(Projectile).int traileffect;
10 classfield(Projectile).vector iorigin1, iorigin2;
11 classfield(Projectile).float spawntime;
12 classfield(Projectile).vector trail_oldorigin;
13 classfield(Projectile).float trail_oldtime;
14 classfield(Projectile).float fade_time, fade_rate;
16 classfield(Projectile).float alphamod;
17 classfield(Projectile).int count; // set if clientside projectile
18 classfield(Projectile).int cnt; // sound index
19 classfield(Projectile).float gravity;
20 classfield(Projectile).int snd_looping;
21 classfield(Projectile).bool silent;
23 void SUB_Stop(entity this, entity toucher);
25 void Projectile_ResetTrail(entity this, vector to);
27 void Projectile_DrawTrail(entity this, vector to);
29 void Projectile_Draw(entity this);
31 void loopsound(entity e, int ch, Sound samp, float vol, float attn);
33 void Ent_RemoveProjectile(entity this);