void pulseRifleFire( gentity_t *ent ) { gentity_t *m; m = fire_pulseRifle( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics }
void pulseRifleFire( gentity_t *ent ) { fire_pulseRifle( ent, muzzle, forward ); }
void pulseRifleFire( gentity_t *ent ) { G_CombatStats_Fire( ent, CSW_MDRIVER, PRIFLE_DMG ); fire_pulseRifle( ent, muzzle, forward ); }