#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 ;) */ .entity entcs; float entcs_customize(); bool entcs_send(entity this, entity to, int sf); void entcs_think(); entity attach_entcs(entity e); void detach_entcs(entity e); #endif