26void 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);
28#define W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \
29 W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance, deathtype)
30#define W_SetupShot_ProjectileSize(ent, wepent, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype) \
31 W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, deathtype)
32#define W_SetupShot_Dir(ent, wepent, s_forward, antilag, recoil, snd, chan, maxdamage, deathtype) \
33 W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype)
34#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype) \
35 W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, deathtype)
36#define W_SetupShot_Range(ent, wepent, antilag, recoil, snd, chan, maxdamage, range, deathtype) \
37 W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range, deathtype)
49#define W_SetupProjVelocity_Basic(ent,pspeed,pspread) \
50 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, pspeed, 0, 0, pspread, false)
52#define W_SetupProjVelocity_UP_PRE(ent, wep, prefix) \
53 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wep, prefix##speed), WEP_CVAR(wep, prefix##speed_up), WEP_CVAR(wep, prefix##speed_z), WEP_CVAR(wep, prefix##spread), false)
54#define W_SetupProjVelocity_UP_PRI(ent, wep) \
55 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wep, speed), WEP_CVAR_PRI(wep, speed_up), WEP_CVAR_PRI(wep, speed_z), WEP_CVAR_PRI(wep, spread), false)
56#define W_SetupProjVelocity_UP_SEC(ent, wep) \
57 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wep, speed), WEP_CVAR_SEC(wep, speed_up), WEP_CVAR_SEC(wep, speed_z), WEP_CVAR_SEC(wep, spread), false)
59#define W_SetupProjVelocity_UP_BOTH(ent, wep, isprimary) \
60 if(isprimary) { W_SetupProjVelocity_UP_PRI(ent, wep); } \
61 else { W_SetupProjVelocity_UP_SEC(ent, wep); }
63#define W_SetupProjVelocity_PRE(ent, wep, prefix) \
64 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR(wep, prefix##speed), 0, 0, WEP_CVAR(wep, prefix##spread), false)
65#define W_SetupProjVelocity_PRI(ent, wep) \
66 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_PRI(wep, speed), 0, 0, WEP_CVAR_PRI(wep, spread), false)
67#define W_SetupProjVelocity_SEC(ent, wep) \
68 W_SetupProjVelocity_Explicit(ent, w_shotdir, v_up, WEP_CVAR_SEC(wep, speed), 0, 0, WEP_CVAR_SEC(wep, spread), false)
70#define W_SetupProjVelocity_BOTH(ent, wep, isprimary) \
71 if(isprimary) { W_SetupProjVelocity_PRI(ent, wep); } \
72 else { W_SetupProjVelocity_SEC(ent, wep); }
90void 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);
95void 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);
96void 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);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
#define STATIC_INIT(func)
during worldspawn
vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
int autocvar_g_projectiles_spread_style
IntrusiveList g_railgunhit
float autocvar_g_projectiles_newton_style_2_maxfactor
float autocvar_g_trueaim_minrange
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)
float autocvar_g_ballistics_mindistance
float railgunhitsolidbackup
IntrusiveList g_ctrace_changed
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 W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
void traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
void fireBullet_trace_callback(vector start, vector hit, vector end)
int autocvar_g_hitscan_spread_style
void crosshair_trace(entity pl)
int autocvar_g_projectiles_newton_style
float autocvar_g_projectiles_newton_style_2_minfactor
void crosshair_trace_plusvisibletriggers(entity pl)
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
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)
float autocvar_g_ballistics_solidpenetration_exponent
void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
bool autocvar_g_ballistics_penetrate_clips
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)
float autocvar_g_ballistics_density_corpse
entity fireBullet_trace_callback_eff
void WarpZone_crosshair_trace(entity pl)
float autocvar_g_ballistics_density_player
entity fireBullet_last_hit