//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #if !defined ( EV_HLDMH ) #define EV_HLDMH // bullet types typedef enum { BULLET_NONE = 0, // Wasteland Bullet Types BULLET_9MMP, BULLET_10MM, BULLET_50AE, BULLET_454CASULL, BULLET_556MM, BULLET_20GAUGE, BULLET_10GAUGE, BULLET_12GAUGE, BULLET_SLUG, BULLET_9MM, BULLET_762MM, BULLET_45ACP, BULLET_47MM, } Bullet; void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ); void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ); int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount ); void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY ); //BLONDE - Bulletsmoke is for weapon effects and texture specific bulletholes float EV_HLDM_BulletSmoke ( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType, int glowy ); //&BLONDE #endif // EV_HLDMH