FireBulletsInfo_t
Tables used for bullets, see Entity:FireBullets.Members
| Type | Name | Description |
|---|---|---|
| Integer | m_iShots | Number of bullets in this batch. |
| Vector | m_vecSrc | Position where from bullets coming. |
| Vector | m_vecDirShooting | Location to shoot from and direction to shoot in |
| Vector | m_vecSpread | A "cone of fire" within which bullets will be spread at random. |
| Number | m_flDistance | Maximum trace length. Bullets travel this far then disappear. |
| Integer | m_iAmmoType | AmmoDef index for the type of bullet being fired. |
| Integer | m_iTracerFreq | How often visible tracers should be created. (1 = 100%, 2 = 50%, etc.) |
| Integer | m_iDamage | The entity hit. Can be invalid. |
| Integer | m_iPlayerDamage | Amount of damage to do. PlayerDamage is a special override that determines how much damage should be done if a player is hit. |
| Integer | m_nFlags | Generic flag bitstring - see FIRE enum. |
| Integer | m_flDamageForceScale | Multiplier for VPhysics forces created by the bullets. |
| Entity | m_pAttacker | The entity which is attacking. Defaults to the one which FireBullets(). |
| Entity | m_pAdditionalIgnoreEnt | The gun and its owner are ignored when tracing the path of the bullets. This allows another entity to be ignored also. |
| Boolean | m_bPrimaryAttack | Whether the attack is primary fire or not. Only checked by the game stats system. |