#pragma once
+#include "states.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 int DAMAGE_YES = 1;
const int DAMAGE_AIM = 2;
-const int STATE_TOP = 0;
-const int STATE_BOTTOM = 1;
-const int STATE_UP = 2;
-const int STATE_DOWN = 3;
-
.string noise, noise1, noise2, noise3; // contains names of wavs to play
.float max_health; // players maximum health is stored here