- std::vector<float> damage;
- std::vector<XYZ> tippoint;
- std::vector<XYZ> oldtippoint;
- std::vector<XYZ> position;
- std::vector<float> lastmult;
- std::vector<XYZ> oldposition;
- std::vector<XYZ> velocity;
- std::vector<XYZ> tipvelocity;
- std::vector<int> type;
- std::vector<int> oldowner;
- std::vector<int> owner;
- std::vector<int> bloody;
- std::vector<float> blooddrip;
- std::vector<float> blooddripdelay;
- std::vector<bool> onfire;
- std::vector<float> flamedelay;
- std::vector<bool> missed;
- std::vector<float> mass;
- std::vector<float> tipmass;
- std::vector<float> length;
- std::vector<float> freetime;
- std::vector<bool> firstfree;
- std::vector<bool> physics;
- std::vector<float> drawhowmany;
- std::vector<bool> hitsomething;
-
- std::vector<XYZ> lastdrawnposition;
- std::vector<XYZ> lastdrawntippoint;
- std::vector<float> lastdrawnrotation1,lastdrawnrotation2,lastdrawnrotation3;
- std::vector<float> lastdrawnbigrotation;
- std::vector<float> lastdrawnbigtilt;
- std::vector<float> lastdrawnbigtilt2;
- std::vector<float> lastdrawnsmallrotation;
- std::vector<float> lastdrawnsmallrotation2;
- std::vector<int> lastdrawnanim;
+ float damage[max_weaponinstances];
+ XYZ tippoint[max_weaponinstances];
+ XYZ oldtippoint[max_weaponinstances];
+ XYZ position[max_weaponinstances];
+ float lastmult[max_weaponinstances];
+ XYZ oldposition[max_weaponinstances];
+ XYZ velocity[max_weaponinstances];
+ XYZ tipvelocity[max_weaponinstances];
+ int type[max_weaponinstances];
+ int oldowner[max_weaponinstances];
+ int owner[max_weaponinstances];
+ int bloody[max_weaponinstances];
+ float blooddrip[max_weaponinstances];
+ float blooddripdelay[max_weaponinstances];
+ bool onfire[max_weaponinstances];
+ float flamedelay[max_weaponinstances];
+ bool missed[max_weaponinstances];
+ float mass[max_weaponinstances];
+ float tipmass[max_weaponinstances];
+ float length[max_weaponinstances];
+ float freetime[max_weaponinstances];
+ bool firstfree[max_weaponinstances];
+ bool physics[max_weaponinstances];
+ float drawhowmany[max_weaponinstances];
+ bool hitsomething[max_weaponinstances];
+
+ XYZ lastdrawnposition[max_weaponinstances];
+ XYZ lastdrawntippoint[max_weaponinstances];
+ float lastdrawnrotation1[max_weaponinstances];
+ float lastdrawnrotation2[max_weaponinstances];
+ float lastdrawnrotation3[max_weaponinstances];
+ float lastdrawnbigrotation[max_weaponinstances];
+ float lastdrawnbigtilt[max_weaponinstances];
+ float lastdrawnbigtilt2[max_weaponinstances];
+ float lastdrawnsmallrotation[max_weaponinstances];
+ float lastdrawnsmallrotation2[max_weaponinstances];
+ int lastdrawnanim[max_weaponinstances];