2 void SUB_SetFade (entity ent, float when, float fading_time);
3 void SUB_VanishOrRemove (entity ent);
5 .vector finaldest, finalangle; //plat.qc stuff
8 .float t_length, t_width;
13 // player animation state
14 .float animstate_startframe;
15 .float animstate_numframes;
16 .float animstate_framerate;
17 .float animstate_starttime;
18 .float animstate_endtime;
19 .float animstate_override;
20 .float animstate_looping;
28 .float platmovetype_start, platmovetype_end;
42 .float trigger_reverse;
44 // Keys player is holding
46 // message delay for func_door locked by keys and key locks
47 // this field is used on player entities
48 .float key_door_messagetime;
53 // this stuff is defined in the server side engine VM, so we must define it separately here
55 const float DAMAGE_NO = 0;
56 const float DAMAGE_YES = 1;
57 const float DAMAGE_AIM = 2;
60 float STATE_BOTTOM = 1;
64 .string noise, noise1, noise2, noise3; // contains names of wavs to play
66 .float max_health; // players maximum health is stored here