// // subs.qc // void(vector tdest, float tspeed, void() func) SUB_CalcMove; void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove; void() SUB_CalcMoveDone; void() SUB_CalcAngleMoveDone; void() SUB_Null; void() SUB_UseTargets; void() SUB_Remove; // // combat.qc // void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; float (entity e, float healamount, float ignore) T_Heal; // health function float(entity targ, entity inflictor) CanDamage; .void() think1; .vector finaldest; entity activator; .string killtarget; .float cnt; float skill; .float attack_finished; .vector finalangle; .float delay; .void() th_melee; .void() th_missile; .void() th_run; .float lefty; float AS_STRAIGHT = 1; float AS_SLIDING = 2; float AS_MELEE = 3; float AS_MISSILE = 4; float movedist; .float attack_state; .entity movetarget; .float show_hostile; .float pausetime; .void() th_stand; .void() th_walk; .void() th_die; .void(entity a, float b) th_pain; string string_null; .string mdl; .entity oldenemy; .float g_items; .float invincible_finished; .float invincible_sound; entity damage_attacker; .float super_damage_finished; .float search_time; .float ammo_shells; .float ammo_nails; .float ammo_rockets; .float ammo_cells; .float g_weapon; .float aflag; .float worldtype; .float rad_time; .float invincible_time; .float invisible_time; .float invisible_finished; .float super_time; .float axhitme; .float t_width; entity newmis; .float button0; .float button1; .float button2; .vector mangle; .string map; float gameover; .float super_sound; .float damage3; float framecount; .float swim_flag; .float invisible_sound; .float inv3; .float jump_flag; .string deathtype; .float walkframe; .float bubble_count; .float wait; .float state; .vector pos1; .vector pos2; .string noise4; .entity trigger_field; .float lip; .float t_length; .vector dest1; .vector dest2; .float count; .float fly_sound; .float height; .float waitmin; .float style;