5 void SUB_Friction(entity this);
7 void SUB_NullThink(entity this);
13 Makes client invisible or removes non-client
16 void SUB_VanishOrRemove(entity ent);
18 void SUB_SetFade_Think(entity this);
24 Fade 'ent' out when time >= 'when'
27 void SUB_SetFade(entity ent, float when, float fading_time);
29 .vector finaldest, finalangle; //plat.qc stuff
30 .void(entity this) think1;
32 .float t_length, t_width;
43 .float platmovetype_start, platmovetype_end;
57 .float trigger_reverse;
59 // Keys player is holding
61 // message delay for func_door locked by keys and key locks
62 // this field is used on player entities
63 .float key_door_messagetime;
67 .entity move_controller;
69 const int TSPEED_TIME = -1;
70 const int TSPEED_LINEAR = 0;
71 const int TSPEED_START = 1;
72 const int TSPEED_END = 2;
76 // this stuff is defined in the server side engine VM, so we must define it separately here
78 const int DAMAGE_NO = 0;
79 const int DAMAGE_YES = 1;
80 const int DAMAGE_AIM = 2;
82 .string noise, noise1, noise2, noise3; // contains names of wavs to play
84 .float max_health; // players maximum health is stored here
95 calculate this.velocity and this.nextthink to reach dest from
96 this.origin traveling at speed
99 void SUB_CalcMoveDone(entity this);
101 .float platmovetype_turn;
102 void SUB_CalcMove_controller_think (entity this);
104 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
106 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
108 void SUB_CalcMove_Bezier (entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
110 void SUB_CalcMove (entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
112 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
115 void ApplyMinMaxScaleAngles(entity e);
117 void SetBrushEntityModel(entity this);
119 void SetBrushEntityModelNoLOD(entity this);
121 int autocvar_loddebug;
126 .float lodmodelindex0;
127 .float lodmodelindex1;
128 .float lodmodelindex2;
132 bool LOD_customize(entity this, entity client);
134 void LOD_uncustomize(entity this);
136 void LODmodel_attach(entity this);
143 calculate this.avelocity and this.nextthink to reach destangle from
146 The calling function should make sure this.think is valid
149 void SUB_CalcAngleMoveDone (entity this);
151 // FIXME: I fixed this function only for rotation around the main axes
152 void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
154 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
163 void SetMovedir(entity this);
165 void InitTrigger(entity this);
167 void InitSolidBSPTrigger(entity this);
169 bool InitMovingBrushTrigger(entity this);