forked from valve/halflife-sdk
39 lines
1.3 KiB
C
39 lines
1.3 KiB
C
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//========= Copyright <20> 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#if !defined ( EV_HLDMH )
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#define EV_HLDMH
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// bullet types
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typedef enum
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{
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BULLET_NONE = 0,
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// Wasteland Bullet Types
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BULLET_9MMP,
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BULLET_10MM,
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BULLET_50AE,
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BULLET_454CASULL,
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BULLET_556MM,
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BULLET_20GAUGE,
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BULLET_10GAUGE,
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BULLET_12GAUGE,
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BULLET_SLUG,
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BULLET_9MM,
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BULLET_762MM,
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BULLET_45ACP,
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BULLET_47MM,
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} Bullet;
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName );
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType );
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int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount );
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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 );
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//BLONDE - Bulletsmoke is for weapon effects and texture specific bulletholes
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float EV_HLDM_BulletSmoke ( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType, int glowy );
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//&BLONDE
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#endif // EV_HLDMH
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