#pragma once void SUB_NullThink(entity this); /* ================== SUB_Friction Applies some friction to this ================== */ .float friction; void SUB_Friction (entity this); /* ================== SUB_VanishOrRemove Makes client invisible or removes non-client ================== */ void SUB_VanishOrRemove (entity ent); void SUB_SetFade_Think (entity this); /* ================== SUB_SetFade Fade 'ent' out when time >= 'when' ================== */ void SUB_SetFade (entity ent, float when, float fadetime); /* ================== main unused but required by the engine ================== */ void main (); // Misc /* ================== traceline_antilag A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack Additionally it moves players back into the past before the trace and restores them afterward. ================== */ void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz); void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag); void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag); void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag); 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 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity); /* ================== findbetterlocation Returns a point at least 12 units away from walls (useful for explosion animations, although the blast is performed where it really happened) Ripped from DPMod ================== */ vector findbetterlocation (vector org, float mindist); .string lodtarget1; .string lodtarget2; .string lodmodel1; .string lodmodel2; .float lodmodelindex0; .float lodmodelindex1; .float lodmodelindex2; .float loddistance1; .float loddistance2; bool LOD_customize(entity this, entity client); void LOD_uncustomize(entity this); void LODmodel_attach(entity this);