5 void() SUB_CalcMoveDone;
6 void() SUB_CalcAngleMoveDone;
7 //void() SUB_UseTargets;
15 Applies some friction to self
25 Makes client invisible or removes non-client
28 void SUB_VanishOrRemove (entity ent);
30 void SUB_SetFade_Think ();
36 Fade 'ent' out when time >= 'when'
39 void SUB_SetFade (entity ent, float when, float fadetime);
45 calculate self.velocity and self.nextthink to reach dest from
46 self.origin traveling at speed
49 void SUB_CalcMoveDone ();
51 .float platmovetype_turn;
52 void SUB_CalcMove_controller_think ();
54 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
56 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
58 void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func);
60 void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func);
62 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func);
68 calculate self.avelocity and self.nextthink to reach destangle from
71 The calling function should make sure self.think is valid
74 void SUB_CalcAngleMoveDone ();
76 // FIXME: I fixed this function only for rotation around the main axes
77 void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
79 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func);
85 unused but required by the engine
96 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
97 Additionally it moves players back into the past before the trace and restores them afterward.
100 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
101 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
102 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
103 void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
104 void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
105 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
106 void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
108 float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity); // returns the number of traces done, for benchmarking
110 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
116 Returns a point at least 12 units away from walls
117 (useful for explosion animations, although the blast is performed where it really happened)
121 vector findbetterlocation (vector org, float mindist);
125 Angc used for animations
130 float angc (float a1, float a2);
136 .float lodmodelindex0;
137 .float lodmodelindex1;
138 .float lodmodelindex2;
142 float LOD_customize();
144 void LOD_uncustomize();
146 void LODmodel_attach();
148 void ApplyMinMaxScaleAngles(entity e);
150 void SetBrushEntityModel();
152 void SetBrushEntityModelNoLOD();
160 void SetMovedir(entity this);
164 void InitSolidBSPTrigger();
166 float InitMovingBrushTrigger();