==================
*/
.float friction;
-void SUB_Friction (entity this);
+void SUB_Friction(entity this);
/*
==================
Makes client invisible or removes non-client
==================
*/
-void SUB_VanishOrRemove (entity ent);
+void SUB_VanishOrRemove(entity ent);
-void SUB_SetFade_Think (entity this);
+void SUB_SetFade_Think(entity this);
/*
==================
Fade 'ent' out when time >= 'when'
==================
*/
-void SUB_SetFade (entity ent, float when, float fadetime);
+void SUB_SetFade(entity ent, float when, float fadetime);
/*
=============
void SUB_CalcMoveDone(entity this);
.float platmovetype_turn;
-void SUB_CalcMove_controller_think (entity this);
+void SUB_CalcMove_controller_think(entity this);
-void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
+void SUB_CalcMove_controller_setbezier(entity controller, vector org, vector control, vector dest);
-void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
+void SUB_CalcMove_controller_setlinear(entity controller, vector org, vector dest);
-void SUB_CalcMove_Bezier (entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
+void SUB_CalcMove_Bezier(entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
-void SUB_CalcMove (entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
+void SUB_CalcMove(entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
-void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
+void SUB_CalcMoveEnt(entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func);
/*
=============
The calling function should make sure this.think is valid
===============
*/
-void SUB_CalcAngleMoveDone (entity this);
+void SUB_CalcAngleMoveDone(entity this);
// FIXME: I fixed this function only for rotation around the main axes
-void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
+void SUB_CalcAngleMove(entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
-void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
+void SUB_CalcAngleMoveEnt(entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func);
/*
==================
unused but required by the engine
==================
*/
-void main ();
+void main();
// Misc
Additionally it moves players back into the past before the trace and restores them afterward.
==================
*/
-void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
-void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
-void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
-void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
-void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
-void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
-void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
+void tracebox_antilag_force_wz(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
+void traceline_antilag_force(entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+void traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+void tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
+void WarpZone_traceline_antilag_force(entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
+void WarpZone_tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
-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
+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
-void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
+void traceline_inverted(vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
/*
==================
Ripped from DPMod
==================
*/
-vector findbetterlocation (vector org, float mindist);
+vector findbetterlocation(vector org, float mindist);
/*
==================
*/
-float angc (float a1, float a2);
+float angc(float a1, float a2);
.string lodtarget1;
.string lodtarget2;