66 this.traileffect = EFFECT_BUMBLEBEE_HEAL_MUZZLEFLASH.m_id;
77 setorigin(
this, this.
origin);
106 for(i = -0.1; i < 0.2; i += 0.1)
110 al = 0.25 +
random() * 0.5;
111 _vtmp1 = this.
origin + _dir * _len * (0.25 + i);
115 _vtmp2 = this.
origin + _dir * _len * (0.5 + i);
119 _vtmp1 = this.
origin + _dir * _len * (0.75 + i);
void bumble_raygun_draw(entity this)
float bumble_raygun_nextdraw
void bumblebee_fire_cannon(entity this, entity _gun, string _tagname, entity _owner)
bool bumble_raygun_send(entity this, entity to, float sf)
float autocvar_g_vehicle_bumblebee_cannon_speed
float autocvar_g_vehicle_bumblebee_cannon_radius
float autocvar_g_vehicle_bumblebee_cannon_damage
float autocvar_g_vehicle_bumblebee_cannon_force
float autocvar_g_vehicle_bumblebee_cannon_spread
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
IntrusiveList g_drawables
void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg)
const float DRAWFLAG_NORMAL
#define particleeffectnum(e)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define NET_HANDLE(id, param)
#define WriteHeader(to, id)
#define REGISTER_NET_LINKED(id)
const int PROJECTILE_BUMBLE_GUN
#define REGISTRY_GET(id, i)
entity vehicles_projectile(entity this, entity _mzlfx, Sound _mzlsound, vector _org, vector _vel, float _dmg, float _radi, float _force, float _size, int _deahtype, float _projtype, float _health, bool _cull, bool _clianim, entity _owner)