.vector move_origin;
void SUB_SETORIGIN(entity s, vector v)
- {SELFPARAM();
+ {
s.move_origin = v;
_Movetype_LinkEdict(s, true);
}
#endif
+
void SUB_SetFade (entity ent, float when, float fading_time);
void SUB_VanishOrRemove (entity ent);
.vector destvec;
.vector destvec2;
-// player animation state
-.float animstate_startframe;
-.float animstate_numframes;
-.float animstate_framerate;
-.float animstate_starttime;
-.float animstate_endtime;
-.float animstate_override;
-.float animstate_looping;
-
.float delay;
.float wait;
.float lip;
.string platmovetype;
.float platmovetype_start, platmovetype_end;
-entity activator;
+//entity activator;
.string killtarget;