|
Defines |
| #define | RNDD (rnd(101)-50)*f |
| #define | RNDD (rnd(spread)-spread/2)*f |
| #define | SCOPESETTLETIME 100 |
Enumerations |
| enum | { NS_NONE,
NS_ACTIVATED = 0,
NS_THROWED,
NS_EXPLODED
} |
Functions |
| | VARP (autoreload, 0, 1, 1) |
| void | updatelastaction (playerent *d) |
| void | checkweaponswitch () |
| void | selectweapon (weapon *w) |
| void | selectweaponi (int w) |
| void | shiftweapon (int s) |
| int | currentprimary () |
| int | prevweapon () |
| int | curweapon () |
| int | magcontent (int w) |
| int | magreserve (int w) |
| | COMMANDN (weapon, selectweaponi, ARG_1INT) |
| | COMMAND (shiftweapon, ARG_1INT) |
| | COMMAND (currentprimary, ARG_IVAL) |
| | COMMAND (prevweapon, ARG_IVAL) |
| | COMMAND (curweapon, ARG_IVAL) |
| | COMMAND (magcontent, ARG_1EXP) |
| | COMMAND (magreserve, ARG_1EXP) |
| void | tryreload (playerent *p) |
| void | selfreload () |
| | COMMANDN (reload, selfreload, ARG_NONE) |
| void | createrays (vec &from, vec &to) |
| static bool | intersectbox (const vec &o, const vec &rad, const vec &from, const vec &to, vec *end) |
| static bool | intersectsphere (const vec &from, const vec &to, vec center, float radius, float &dist) |
| static bool | intersectcylinder (const vec &from, const vec &to, const vec &start, const vec &end, float radius, float &dist) |
| int | intersect (playerent *d, const vec &from, const vec &to, vec *end) |
| bool | intersect (entity *e, const vec &from, const vec &to, vec *end) |
| playerent * | intersectclosest (const vec &from, const vec &to, playerent *at, int &hitzone, bool aiming=true) |
| playerent * | playerincrosshair () |
| void | damageeffect (int damage, playerent *d) |
| void | hit (int damage, playerent *d, playerent *at, const vec &vel, int gun, bool gib, int info) |
| void | hitpush (int damage, playerent *d, playerent *at, vec &from, vec &to, int gun, bool gib, int info) |
| float | expdist (playerent *o, vec &dir, const vec &v) |
| void | radialeffect (playerent *o, vec &v, int qdam, playerent *at, int gun) |
| void | removebounceents (playerent *owner) |
| void | movebounceents () |
| void | clearbounceents () |
| void | renderbounceents () |
| | VARP (gib, 0, 1, 1) |
| | VARP (gibnum, 0, 6, 1000) |
| | VARP (gibttl, 0, 7000, 60000) |
| | VARP (gibspeed, 1, 30, 100) |
| void | addgib (playerent *d) |
| void | shorten (vec &from, vec &to, vec &target) |
| void | raydamage (vec &from, vec &to, playerent *d) |
| | VAR (recoilincrease, 1, 2, 10) |
| | VAR (recoilbase, 0, 40, 1000) |
| | VAR (maxrecoil, 0, 1000, 1000) |
| void | setscope (bool enable) |
| | COMMAND (setscope, ARG_1INT) |
| void | shoot (playerent *p, vec &targ) |
| void | checkakimbo () |
Variables |
| vec | sg [SGRAYS] |
| vector< hitmsg > | hits |
| vector< bounceent * > | bounceents |
| int | recoiltest = 0 |