4 void SUB_SetFade (entity ent, float when, float fading_time);
5 void SUB_VanishOrRemove (entity ent);
7 .vector finaldest, finalangle; //plat.qc stuff
8 .void(entity this) think1;
10 .float t_length, t_width;
21 .float platmovetype_start, platmovetype_end;
35 .float trigger_reverse;
37 // Keys player is holding
39 // message delay for func_door locked by keys and key locks
40 // this field is used on player entities
41 .float key_door_messagetime;
45 .entity move_controller;
47 const int TSPEED_TIME = -1;
48 const int TSPEED_LINEAR = 0;
49 const int TSPEED_START = 1;
50 const int TSPEED_END = 2;
54 // this stuff is defined in the server side engine VM, so we must define it separately here
56 const int DAMAGE_NO = 0;
57 const int DAMAGE_YES = 1;
58 const int DAMAGE_AIM = 2;
60 .string noise, noise1, noise2, noise3; // contains names of wavs to play
62 .float max_health; // players maximum health is stored here
73 calculate this.velocity and this.nextthink to reach dest from
74 this.origin traveling at speed
77 void SUB_CalcMoveDone(entity this);
79 .float platmovetype_turn;
80 void SUB_CalcMove_controller_think (entity this);
82 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
84 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
86 void SUB_CalcMove_Bezier (entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
88 void SUB_CalcMove (entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
90 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
93 void ApplyMinMaxScaleAngles(entity e);
95 void SetBrushEntityModel(entity this);
97 void SetBrushEntityModelNoLOD(entity this);
104 calculate this.avelocity and this.nextthink to reach destangle from
107 The calling function should make sure this.think is valid
110 void SUB_CalcAngleMoveDone (entity this);
112 // FIXME: I fixed this function only for rotation around the main axes
113 void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
115 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
124 void SetMovedir(entity this);
126 void InitTrigger(entity this);
128 void InitSolidBSPTrigger(entity this);
130 bool InitMovingBrushTrigger(entity this);