#ifndef ENT_CS_H #define ENT_CS_H /** * The point of these entities is to avoid the problems * with clientprediction. * If you add SendEntity to players, the engine will not * do any prediction anymore, and you'd have to write the whole * prediction code in CSQC, you want that? :P * Data can depend on gamemode. For now, it serves as GPS entities * in onslaught... YAY ;) */ // Beware: do not redefine those in other files // and NO, you cannot use ".version", which already exists (at least // it did when I added this) But you have to use .Version // Capital V .entity entcs; void entcs_init(); float entcs_customize(); float entcs_send(entity to, int sf); void entcs_think(); entity attach_entcs(); void detach_entcs(); #endif