animate(float spf) | cWeapon | [inline, virtual] |
castoffParticles | cWeapon | |
clipSize | cWeapon | |
cWeapon() (defined in cWeapon) | cWeapon | |
damageByParticle(float *worldpos, float radius, int roles, float damage) | cWeapon | |
damageParticles | cWeapon | |
depotSize | cWeapon | |
drawEffect() | cWeapon | [inline, virtual] |
drawHUD() | cWeapon | [inline, virtual] |
drawSolid() | cWeapon | [inline, virtual] |
fire(OID target)=0 | cWeapon | [pure virtual] |
fit(OID target) | cWeapon | [inline, virtual] |
missileParticles | cWeapon | |
playSource() | cWeapon | |
playSourceIfNotPlaying() | cWeapon | |
ready() | cWeapon | [inline, virtual] |
remainingAmmo | cWeapon | |
remainingClips | cWeapon | |
shrapnelParticles | cWeapon | |
sInstances | cWeapon | [static] |
soundSource | cWeapon | |
sTextures | cWeapon | [static] |
timeFiring | cWeapon | |
timeReadying | cWeapon | |
timeReloading | cWeapon | |
transform() | cWeapon | [virtual] |
weaponBasefv | cWeapon | |
weaponMountfv | cWeapon | |
weaponOwner | cWeapon | |
weaponPosef | cWeapon | |
weaponScale | cWeapon |