3 void SUB_NullThink(entity this);
5 void SUB_CalcMoveDone(entity this);
6 void SUB_CalcAngleMoveDone(entity this);
14 Applies some friction to this
18 void SUB_Friction (entity this);
24 Makes client invisible or removes non-client
27 void SUB_VanishOrRemove (entity ent);
29 void SUB_SetFade_Think (entity this);
35 Fade 'ent' out when time >= 'when'
38 void SUB_SetFade (entity ent, float when, float fadetime);
44 calculate this.velocity and this.nextthink to reach dest from
45 this.origin traveling at speed
48 void SUB_CalcMoveDone(entity this);
50 .float platmovetype_turn;
51 void SUB_CalcMove_controller_think (entity this);
53 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
55 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
57 void SUB_CalcMove_Bezier (entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
59 void SUB_CalcMove (entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
61 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
67 calculate this.avelocity and this.nextthink to reach destangle from
70 The calling function should make sure this.think is valid
73 void SUB_CalcAngleMoveDone (entity this);
75 // FIXME: I fixed this function only for rotation around the main axes
76 void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
78 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
84 unused but required by the engine
95 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
96 Additionally it moves players back into the past before the trace and restores them afterward.
99 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
100 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
101 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
102 void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
103 void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
104 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
105 void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
107 float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity); // returns the number of traces done, for benchmarking
109 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
115 Returns a point at least 12 units away from walls
116 (useful for explosion animations, although the blast is performed where it really happened)
120 vector findbetterlocation (vector org, float mindist);
124 Angc used for animations
129 float angc (float a1, float a2);
135 .float lodmodelindex0;
136 .float lodmodelindex1;
137 .float lodmodelindex2;
141 bool LOD_customize(entity this, entity client);
143 void LOD_uncustomize(entity this);
145 void LODmodel_attach(entity this);
147 void ApplyMinMaxScaleAngles(entity e);
149 void SetBrushEntityModel(entity this);
151 void SetBrushEntityModelNoLOD(entity this);
159 void SetMovedir(entity this);
161 void InitTrigger(entity this);
163 void InitSolidBSPTrigger(entity this);
165 bool InitMovingBrushTrigger(entity this);