4 void SUB_NullThink(void);
6 void() SUB_CalcMoveDone;
7 void() SUB_CalcAngleMoveDone;
8 //void() SUB_UseTargets;
11 void spawnfunc_info_null (void);
13 void setanim(entity e, vector anim, float looping, float override, float restart);
15 void updateanim(entity e);
24 void SUB_Remove (void);
30 Applies some friction to self
34 void SUB_Friction (void);
40 Makes client invisible or removes non-client
43 void SUB_VanishOrRemove (entity ent);
45 void SUB_SetFade_Think (void);
51 Fade 'ent' out when time >= 'when'
54 void SUB_SetFade (entity ent, float when, float fadetime);
60 calculate self.velocity and self.nextthink to reach dest from
61 self.origin traveling at speed
64 void SUB_CalcMoveDone (void);
66 .float platmovetype_turn;
67 void SUB_CalcMove_controller_think (void);
69 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
71 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
73 float TSPEED_TIME = -1;
74 float TSPEED_LINEAR = 0;
75 float TSPEED_START = 1;
79 void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func);
81 void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func);
83 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func);
89 calculate self.avelocity and self.nextthink to reach destangle from
92 The calling function should make sure self.think is valid
95 void SUB_CalcAngleMoveDone (void);
97 // FIXME: I fixed this function only for rotation around the main axes
98 void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
100 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func);
106 unused but required by the engine
117 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
118 Additionally it moves players back into the past before the trace and restores them afterward.
121 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
122 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
123 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
124 void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
125 void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
126 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
127 void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
129 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
131 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
137 Returns a point at least 12 units away from walls
138 (useful for explosion animations, although the blast is performed where it really happened)
142 vector findbetterlocation (vector org, float mindist);
148 Returns a random number between -1.0 and 1.0
151 float crandom (void);
155 Angc used for animations
160 float angc (float a1, float a2);
166 .float lodmodelindex0;
167 .float lodmodelindex1;
168 .float lodmodelindex2;
172 float LOD_customize();
174 void LOD_uncustomize();
176 void LODmodel_attach();
178 void ApplyMinMaxScaleAngles(entity e);
180 void SetBrushEntityModel();
182 void SetBrushEntityModelNoLOD();
194 void InitSolidBSPTrigger();
196 float InitMovingBrushTrigger();