6 void() SUB_CalcMoveDone;
7 void() SUB_CalcAngleMoveDone;
8 //void() SUB_UseTargets;
16 Applies some friction to self
26 Makes client invisible or removes non-client
29 void SUB_VanishOrRemove (entity ent);
31 void SUB_SetFade_Think ();
37 Fade 'ent' out when time >= 'when'
40 void SUB_SetFade (entity ent, float when, float fadetime);
46 calculate self.velocity and self.nextthink to reach dest from
47 self.origin traveling at speed
50 void SUB_CalcMoveDone ();
52 .float platmovetype_turn;
53 void SUB_CalcMove_controller_think ();
55 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
57 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
59 void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func);
61 void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func);
63 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func);
69 calculate self.avelocity and self.nextthink to reach destangle from
72 The calling function should make sure self.think is valid
75 void SUB_CalcAngleMoveDone ();
77 // FIXME: I fixed this function only for rotation around the main axes
78 void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
80 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func);
86 unused but required by the engine
97 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
98 Additionally it moves players back into the past before the trace and restores them afterward.
101 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
102 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
103 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
104 void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
105 void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
106 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
107 void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
109 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
111 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
117 Returns a point at least 12 units away from walls
118 (useful for explosion animations, although the blast is performed where it really happened)
122 vector findbetterlocation (vector org, float mindist);
126 Angc used for animations
131 float angc (float a1, float a2);
137 .float lodmodelindex0;
138 .float lodmodelindex1;
139 .float lodmodelindex2;
143 float LOD_customize();
145 void LOD_uncustomize();
147 void LODmodel_attach();
149 void ApplyMinMaxScaleAngles(entity e);
151 void SetBrushEntityModel();
153 void SetBrushEntityModelNoLOD();
161 void SetMovedir(entity this);
165 void InitSolidBSPTrigger();
167 float InitMovingBrushTrigger();