7 if(e.angles ==
this.punchangle)
14 ang_x = -this.punchangle_x;
15 ang_y = this.punchangle_y;
16 ang_z = this.punchangle_z;
18 v_x = this.view_ofs_x * v_forward_x + this.view_ofs_y * v_right_x + this.view_ofs_z * v_up_x;
19 v_y = this.view_ofs_x * v_forward_y + this.view_ofs_y * v_right_y + this.view_ofs_z * v_up_y;
20 v_z = this.view_ofs_x * v_forward_z + this.view_ofs_y * v_right_z + this.view_ofs_z * v_up_z;
24 this.origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
25 this.origin_y = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
26 this.origin_z = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
void _Movetype_Physics_Follow(entity this)
void _Movetype_LinkEdict(entity this, bool touch_triggers)
vector(float skel, float bonenum) _skel_get_boneabs_hidden