6 void() SUB_CalcMoveDone;
7 void() SUB_CalcAngleMoveDone;
8 //void() SUB_UseTargets;
26 Applies some friction to self
36 Makes client invisible or removes non-client
39 void SUB_VanishOrRemove (entity ent);
41 void SUB_SetFade_Think ();
47 Fade 'ent' out when time >= 'when'
50 void SUB_SetFade (entity ent, float when, float fadetime);
56 calculate self.velocity and self.nextthink to reach dest from
57 self.origin traveling at speed
60 void SUB_CalcMoveDone ();
62 .float platmovetype_turn;
63 void SUB_CalcMove_controller_think ();
65 void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
67 void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest);
69 void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func);
71 void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func);
73 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func);
79 calculate self.avelocity and self.nextthink to reach destangle from
82 The calling function should make sure self.think is valid
85 void SUB_CalcAngleMoveDone ();
87 // FIXME: I fixed this function only for rotation around the main axes
88 void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
90 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func);
96 unused but required by the engine
107 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
108 Additionally it moves players back into the past before the trace and restores them afterward.
111 void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz);
112 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
113 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
114 void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
115 void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
116 void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
117 void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag);
119 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
121 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity);
127 Returns a point at least 12 units away from walls
128 (useful for explosion animations, although the blast is performed where it really happened)
132 vector findbetterlocation (vector org, float mindist);
136 Angc used for animations
141 float angc (float a1, float a2);
147 .float lodmodelindex0;
148 .float lodmodelindex1;
149 .float lodmodelindex2;
153 float LOD_customize();
155 void LOD_uncustomize();
157 void LODmodel_attach();
159 void ApplyMinMaxScaleAngles(entity e);
161 void SetBrushEntityModel();
163 void SetBrushEntityModelNoLOD();
171 void SetMovedir(entity this);
175 void InitSolidBSPTrigger();
177 float InitMovingBrushTrigger();