6 void() SUB_CalcMoveDone;
7 void() SUB_CalcAngleMoveDone;
8 //void() SUB_UseTargets;
12 void setanim(entity e, vector anim, float looping, float override, float restart);
14 void updateanim(entity e);
22 Applies some friction to self
32 Makes client invisible or removes non-client
35 void SUB_VanishOrRemove (entity ent);
37 void SUB_SetFade_Think ();
43 Fade 'ent' out when time >= 'when'
46 void SUB_SetFade (entity ent, float when, float fadetime);
52 calculate self.velocity and self.nextthink to reach dest from
53 self.origin traveling at speed
56 void SUB_CalcMoveDone ();
58 .float platmovetype_turn;
59 void SUB_CalcMove_controller_think ();
61 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
63 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
65 void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func);
67 void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func);
69 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func);
75 calculate self.avelocity and self.nextthink to reach destangle from
78 The calling function should make sure self.think is valid
81 void SUB_CalcAngleMoveDone ();
83 // FIXME: I fixed this function only for rotation around the main axes
84 void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
86 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func);
92 unused but required by the engine
103 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
104 Additionally it moves players back into the past before the trace and restores them afterward.
107 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
108 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
109 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
110 void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
111 void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
112 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
113 void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
115 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
117 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
123 Returns a point at least 12 units away from walls
124 (useful for explosion animations, although the blast is performed where it really happened)
128 vector findbetterlocation (vector org, float mindist);
132 Angc used for animations
137 float angc (float a1, float a2);
143 .float lodmodelindex0;
144 .float lodmodelindex1;
145 .float lodmodelindex2;
149 float LOD_customize();
151 void LOD_uncustomize();
153 void LODmodel_attach();
155 void ApplyMinMaxScaleAngles(entity e);
157 void SetBrushEntityModel();
159 void SetBrushEntityModelNoLOD();
167 void SetMovedir(entity this);
171 void InitSolidBSPTrigger();
173 float InitMovingBrushTrigger();