.float fade_time;
.float fade_rate;
-void() player_setupanimsformodel;
+void player_setupanimsformodel(entity this);
.string mdl;
void SUB_UseTargets(entity this, entity actor, entity trigger);
.void(entity this) reset; // if set, an entity is reset using this
-.void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
+.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
void ClientData_Touch(entity e);
.string cvar_cl_physics;
-.float init_for_player_needed;
-.void(entity) init_for_player;
+.bool init_for_player_needed;
+.void(entity this, entity player) init_for_player;