Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
calculations.qh
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1#pragma once
2
4
5const float W_SPREAD_GAUSS_MAX_STDEV = 4; // prevent the extremely rare wild shot
6
7vector damage_explosion_calcpush(vector explosion_f, vector target_v, float speedfactor);
8vector W_CalculateSpreadPattern(int pattern, float bias, int counter, int total);
9vector W_CalculateSpread(vector dir, float spread, int spread_style, bool must_normalize);
10int W_GunAlign(entity this, int preferred_align);
11//int W_GetGunAlignment(entity player);
12float explosion_calcpush_getmultiplier(vector explosion_v, vector target_v);
vector W_CalculateSpreadPattern(int pattern, float bias, int counter, int total)
int W_GunAlign(entity this, int preferred_align)
float explosion_calcpush_getmultiplier(vector explosion_v, vector target_v)
vector damage_explosion_calcpush(vector explosion_f, vector target_v, float speedfactor)
float autocvar_g_weaponspreadfactor
const float W_SPREAD_GAUSS_MAX_STDEV
vector W_CalculateSpread(vector dir, float spread, int spread_style, bool must_normalize)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
vector
Definition self.qh:92
int dir
Definition impulse.qc:89