bool G_ClientShoot(const Player &player, Actor *actor, const pos3_t at, shoot_types_t shootType, fireDefIndex_t firemode, shot_mock_t *mock, bool allowReaction, int z_align)
Setup for shooting, either real or mock.
this is a fire definition for our weapons/ammo
struct shot_mock_s shot_mock_t
used in shot probability calculations (pseudo shots)
used in shot probability calculations (pseudo shots)
int32_t shoot_types_t
Available shoot types - also see the ST_ constants.
Local definitions for game module.
void G_CalcEffectiveSpread(const Actor *ent, const fireDef_t *fd, vec2_t effSpread)
Calculate the effective spread for the given actor and firemode.
void G_CheckDeathOrKnockout(Actor *target, Actor *attacker, const fireDef_t *fd, int damage)
int G_ApplyProtection(const Edict *target, const byte dmgWeight, int damage)
Reduces damage by armour and natural protection.