-#ifndef SUBS_H
-#define SUBS_H
-
-#define SUB_ANGLES(s) (s).angles
-#define SUB_VELOCITY velocity
-#define SUB_AVELOCITY avelocity
-#define SUB_ORIGIN origin
-#define SUB_SETORIGIN(s,v) setorigin((s), (v))
-#define SUB_NEXTTHINK nextthink
-#define SUB_THINK(e, f) setthink(e, f)
-#define SUB_THUNK(e) getthink(e)
-#define SUB_LTIME ltime
-
+#pragma once
+#include "defs.qh"
void SUB_SetFade (entity ent, float when, float fading_time);
void SUB_VanishOrRemove (entity ent);
.vector dest1, dest2;
+.entity move_controller;
+
#ifdef CSQC
// this stuff is defined in the server side engine VM, so we must define it separately here
.float takedamage;
-const float DAMAGE_NO = 0;
-const float DAMAGE_YES = 1;
-const float DAMAGE_AIM = 2;
-
-float STATE_TOP = 0;
-float STATE_BOTTOM = 1;
-float STATE_UP = 2;
-float STATE_DOWN = 3;
+const int DAMAGE_NO = 0;
+const int DAMAGE_YES = 1;
+const int DAMAGE_AIM = 2;
.string noise, noise1, noise2, noise3; // contains names of wavs to play
.float max_health; // players maximum health is stored here
#endif
-
-#endif