#pragma once #include "defs.qh" void SUB_SetFade (entity ent, float when, float fading_time); void SUB_VanishOrRemove (entity ent); .vector finaldest, finalangle; //plat.qc stuff .void(entity this) think1; .float state; .float t_length, t_width; .vector destvec; .vector destvec2; .float delay; .float wait; .float lip; .float speed; .float sounds; .string platmovetype; .float platmovetype_start, platmovetype_end; //entity activator; .string killtarget; .vector pos1, pos2; .vector mangle; .string target2; .string target3; .string target4; .string curvetarget; .float target_random; .float trigger_reverse; // Keys player is holding .float itemkeys; // message delay for func_door locked by keys and key locks // this field is used on player entities .float key_door_messagetime; .vector dest1, dest2; .entity move_controller; #ifdef CSQC // this stuff is defined in the server side engine VM, so we must define it separately here .float takedamage; const int DAMAGE_NO = 0; const int DAMAGE_YES = 1; const int DAMAGE_AIM = 2; .string noise, noise1, noise2, noise3; // contains names of wavs to play .float max_health; // players maximum health is stored here #endif