diff --git a/reaction/cgame/cg_local.h b/reaction/cgame/cg_local.h index ac3061b5..c6dff332 100644 --- a/reaction/cgame/cg_local.h +++ b/reaction/cgame/cg_local.h @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.82 2002/05/27 07:02:11 niceass +// reflection changes +// // Revision 1.81 2002/05/26 05:13:08 niceass // pressure and progress stuff // @@ -1895,7 +1898,7 @@ void CG_RegisterItemVisuals( int itemNum ); void CG_FireWeapon( centity_t *cent, int weapModification ); void CG_ReloadWeapon( centity_t *cent, int reloadStage ); //Elder: added void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, - vec3_t dir, vec3_t viewdir, impactSound_t soundType, int weapModification ); //Elder: added weapMod + vec3_t dir, impactSound_t soundType, int weapModification ); //Elder: added weapMod void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ); void CG_ShotgunFire( entityState_t *es, qboolean ism3 ); void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum, impactSound_t soundType); @@ -1910,8 +1913,6 @@ void CG_Tracer( vec3_t source, vec3_t dest ); void CG_OutOfAmmoChange( void ); // should this be in pmove? void CG_CheckLaser (); //Elder: check laser to see if it's our own -void CG_CalcViewDir2(const vec3_t start, const vec3_t end, vec3_t viewDir); -void CG_CalcViewDir(const int sourceEntityNum, const vec3_t end, vec3_t viewDir); // // cg_marks.c