-#ifndef SUBS_H
-#define SUBS_H
-
-#ifdef SVQC
-
- #define SUB_ANGLES(s) (s).angles
- #define SUB_VELOCITY velocity
- #define SUB_AVELOCITY avelocity
- #define SUB_ORIGIN origin
- #define SUB_SETORIGIN(s,v) setorigin((s), (v))
- #define SUB_NEXTTHINK nextthink
- #define SUB_THINK think
- #define SUB_LTIME ltime
- #define SUB_FLAGS flags
-
-#elif defined(CSQC)
-
- void _Movetype_LinkEdict(entity this, float touch_triggers);
-
- #define SUB_ANGLES(s) (s).move_angles
- #define SUB_VELOCITY move_velocity
- #define SUB_AVELOCITY move_avelocity
- #define SUB_ORIGIN move_origin
- #define SUB_NEXTTHINK move_nextthink
- #define SUB_THINK move_think
- #define SUB_LTIME move_ltime
- #define SUB_FLAGS move_flags
-
-.vector move_origin;
-
- void SUB_SETORIGIN(entity s, vector v)
- {SELFPARAM();
- s.move_origin = v;
- _Movetype_LinkEdict(s, true);
- }
-
-#endif
+#pragma once
void SUB_SetFade (entity ent, float when, float fading_time);
void SUB_VanishOrRemove (entity ent);
.vector finaldest, finalangle; //plat.qc stuff
-.void() think1;
+.void(entity this) think1;
.float state;
.float t_length, t_width;
.vector destvec;
.vector destvec2;
-// player animation state
-.float animstate_startframe;
-.float animstate_numframes;
-.float animstate_framerate;
-.float animstate_starttime;
-.float animstate_endtime;
-.float animstate_override;
-.float animstate_looping;
-
.float delay;
.float wait;
.float lip;
.string platmovetype;
.float platmovetype_start, platmovetype_end;
-entity activator;
+//entity activator;
.string killtarget;
.float max_health; // players maximum health is stored here
#endif
-
-#endif