#pragma once
-void SUB_SetFade (entity ent, float when, float fading_time);
-void SUB_VanishOrRemove (entity ent);
+void SUB_SetFade(entity ent, float when, float fading_time);
+void SUB_VanishOrRemove(entity ent);
-.vector finaldest, finalangle; //plat.qc stuff
+.vector finaldest, finalangle; // plat.qc stuff
.void(entity this) think1;
.float state;
-.float t_length, t_width;
+.float t_length, t_width;
.vector destvec;
.vector destvec2;
-.float delay;
-.float wait;
-.float lip;
-.float speed;
-.float sounds;
+.float delay;
+.float wait;
+.float lip;
+.float speed;
+.float sounds;
.string platmovetype;
.float platmovetype_start, platmovetype_end;
-//entity activator;
+// entity activator;
.string killtarget;
-.vector pos1, pos2;
-.vector mangle;
+.vector pos1, pos2;
+.vector mangle;
.string target2;
.string target3;
#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;
+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;
+float STATE_TOP = 0;
+float STATE_BOTTOM = 1;
+float STATE_UP = 2;
+float STATE_DOWN = 3;
-.string noise, noise1, noise2, noise3; // contains names of wavs to play
+.string noise, noise1, noise2, noise3; // contains names of wavs to play
-.float max_health; // players maximum health is stored here
+.float max_health; // players maximum health is stored here
#endif