25 void W_SetupShot_Dir_ProjectileSize_Range(
entity ent, .
entity weaponentity,
vector s_forward,
vector mi,
vector ma,
float antilag,
float recoil,
Sound snd,
float chan,
float maxdamage,
float range,
int deathtype);
27 #define W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \ 28 W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype) 29 #define W_SetupShot_ProjectileSize(ent, wepent, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \ 30 W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) 31 #define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype) \ 32 W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) 33 #define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype) \ 34 W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype) 35 #define W_SetupShot_Range(ent, wepent, antilag, recoil, snd, chan, maxdamage, range, deathtype) \ 36 W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype) 42 float mspercallsstyle;
48 #define W_SetupProjVelocity_Basic(ent,pspeed,pspread) \ 49 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false) 51 #define W_SetupProjVelocity_UP_PRE(ent, wepname, prefix) \ 52 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), WEP_CVAR(wepname, prefix##speed_up), WEP_CVAR(wepname, prefix##speed_z), WEP_CVAR(wepname, prefix##spread), false) 53 #define W_SetupProjVelocity_UP_PRI(ent, wepname) \ 54 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), WEP_CVAR_PRI(wepname, speed_up), WEP_CVAR_PRI(wepname, speed_z), WEP_CVAR_PRI(wepname, spread), false) 55 #define W_SetupProjVelocity_UP_SEC(ent, wepname) \ 56 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), WEP_CVAR_SEC(wepname, speed_up), WEP_CVAR_SEC(wepname, speed_z), WEP_CVAR_SEC(wepname, spread), false) 58 #define W_SetupProjVelocity_UP_BOTH(ent, wepname, isprimary) \ 59 if(isprimary) { W_SetupProjVelocity_UP_PRI(ent, wepname); } \ 60 else { W_SetupProjVelocity_UP_SEC(ent, wepname); } 62 #define W_SetupProjVelocity_PRE(ent, wepname, prefix) \ 63 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wepname, prefix##speed), 0, 0, WEP_CVAR(wepname, prefix##spread), false) 64 #define W_SetupProjVelocity_PRI(ent, wepname) \ 65 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wepname, speed), 0, 0, WEP_CVAR_PRI(wepname, spread), false) 66 #define W_SetupProjVelocity_SEC(ent, wepname) \ 67 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wepname, speed), 0, 0, WEP_CVAR_SEC(wepname, spread), false) 69 #define W_SetupProjVelocity_BOTH(ent, wepname, isprimary) \ 70 if(isprimary) { W_SetupProjVelocity_PRI(ent, wepname); } \ 71 else { W_SetupProjVelocity_SEC(ent, wepname); } 89 void FireRailgunBullet (
entity this, .
entity weaponentity,
vector start,
vector end,
float bdamage,
bool headshot_notify,
float bforce,
float mindist,
float maxdist,
float halflifedist,
float forcehalflifedist,
int deathtype);
94 void fireBullet_antilag(
entity this, .
entity weaponentity,
vector start,
vector dir,
float spread,
float max_solid_penetration,
float damage,
float headshot_multiplier,
float force,
float dtype,
entity tracer_effect,
bool do_antilag);
95 void fireBullet(
entity this, .
entity weaponentity,
vector start,
vector dir,
float spread,
float max_solid_penetration,
float damage,
float headshot_multiplier,
float force,
float dtype,
entity tracer_effect);
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
void fireBullet_antilag(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect, bool do_antilag)
IntrusiveList g_ctrace_changed
void fireBullet_trace_callback(vector start, vector hit, vector end)
IntrusiveList g_railgunhit
STATIC_INIT(g_railgunhit)
float autocvar_g_ballistics_mindistance
void crosshair_trace(entity pl)
void FireRailgunBullet(entity this,.entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
float autocvar_g_projectiles_newton_style_2_maxfactor
void W_SetupShot_Dir_ProjectileSize_Range(entity ent,.entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
int autocvar_g_projectiles_newton_style
float autocvar_g_trueaim_minrange
float autocvar_g_ballistics_density_corpse
int autocvar_g_projectiles_spread_style
float autocvar_g_ballistics_density_player
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
void WarpZone_crosshair_trace(entity pl)
void traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float autocvar_g_ballistics_solidpenetration_exponent
void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
bool autocvar_g_ballistics_penetrate_clips
void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
float autocvar_g_projectiles_newton_style_2_minfactor
float railgunhitsolidbackup
entity fireBullet_trace_callback_eff
entity fireBullet_last_hit
void crosshair_trace_plusvisibletriggers(entity pl)