-void SUB_Null() {};
+void SUB_Null() {}
float SUB_True() { return 1; }
float SUB_False() { return 0; }
e.animstate_override = override;
e.frame = e.animstate_startframe;
e.frame1time = servertime;
-};
+}
void updateanim(entity e)
{
}
e.frame = e.animstate_startframe + bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
//print(ftos(time), " -> ", ftos(e.frame), "\n");
-};
+}
vector animfixfps(entity e, vector a)
{
if (ent.flags & FL_CLIENT)
{
// vanish
- ent.model = "";
+ ent.alpha = -1;
ent.effects = 0;
ent.glow_size = 0;
ent.pflags = 0;
void SUB_SetFade_Think (void)
{
+ if(self.alpha == 0)
+ self.alpha = 1;
self.think = SUB_SetFade_Think;
- self.nextthink = self.fade_time;
- self.alpha = 1 - (time - self.fade_time) * self.fade_rate;
+ self.nextthink = time;
+ self.alpha -= frametime * self.fade_rate;
if (self.alpha < 0.01)
SUB_VanishOrRemove(self);
- self.alpha = bound(0.01, self.alpha, 1);
+ else
+ self.nextthink = time;
}
/*
// return;
//ent.alpha = 1;
ent.fade_rate = 1/fadetime;
- ent.fade_time = when;
ent.think = SUB_SetFade_Think;
ent.nextthink = when;
}
if (lag)
{
// take players back into the past
- player = player_list;
- while (player)
- {
- antilag_takeback(player, time - lag);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_takeback(player, time - lag);
}
// do the trace
// restore players to current positions
if (lag)
{
- player = player_list;
- while (player)
- {
- antilag_restore(player);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_restore(player);
}
// restore shooter solid type
}
self.angles = '0 0 0';
-};
+}
void InitTrigger()
{
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
-};
+}
void InitSolidBSPTrigger()
{
self.movetype = MOVETYPE_NONE; // why was this PUSH? -div0
// self.modelindex = 0;
self.model = "";
-};
+}
float InitMovingBrushTrigger()
{
return 0;
}
return 1;
-};
+}