-#ifndef G_SUBS_H
-#define G_SUBS_H
+#pragma once
-void SUB_NullThink();
+void SUB_NullThink(entity this);
-void() SUB_CalcMoveDone;
-void() SUB_CalcAngleMoveDone;
-//void() SUB_UseTargets;
+void SUB_CalcMoveDone(entity this);
+void SUB_CalcAngleMoveDone(entity this);
spawnfunc(info_null);
-void setanim(entity e, vector anim, float looping, float override, float restart);
-
-void updateanim(entity e);
-
-
-
/*
==================
SUB_Friction
*/
void SUB_VanishOrRemove (entity ent);
-void SUB_SetFade_Think ();
+void SUB_SetFade_Think (entity this);
/*
==================
self.origin traveling at speed
===============
*/
-void SUB_CalcMoveDone ();
+void SUB_CalcMoveDone(entity this);
.float platmovetype_turn;
-void SUB_CalcMove_controller_think ();
+void SUB_CalcMove_controller_think (entity this);
void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
-void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func);
+void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
-void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func);
+void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void(entity this) func);
-void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func);
+void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
/*
=============
The calling function should make sure self.think is valid
===============
*/
-void SUB_CalcAngleMoveDone ();
+void SUB_CalcAngleMoveDone (entity this);
// FIXME: I fixed this function only for rotation around the main axes
-void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
+void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void(entity this) func);
-void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func);
+void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
/*
==================
void LOD_uncustomize();
-void LODmodel_attach();
+void LODmodel_attach(entity this);
void ApplyMinMaxScaleAngles(entity e);
void InitSolidBSPTrigger();
-float InitMovingBrushTrigger();
-#endif
+bool InitMovingBrushTrigger(entity this);