116 void ApplyMinMaxScaleAngles(
entity e);
118 void SetBrushEntityModel(
entity this,
bool with_lod);
120 int autocvar_loddebug;
133 void LOD_uncustomize(
entity this);
135 void LODmodel_attach(
entity this);
162 void SetMovedir(
entity this);
164 void InitTrigger(
entity this);
166 void InitSolidBSPTrigger(
entity this);
168 bool InitMovingBrushTrigger(
entity this);
void SUB_CalcMove_controller_setlinear(entity controller, vector org, vector dest)
void SUB_CalcMove(entity this, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
void SUB_CalcAngleMove(entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func)
float key_door_messagetime
void SUB_CalcMove_controller_think(entity this)
spawnfunc(info_player_attacker)
void SUB_CalcMove_Bezier(entity this, vector tcontrol, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
void SUB_CalcMoveEnt(entity ent, vector tdest, float tspeedtype, float tspeed, void(entity this) func)
void SUB_SetFade(entity ent, float when, float fading_time)
void SUB_CalcMove_controller_setbezier(entity controller, vector org, vector control, vector dest)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
void SUB_CalcAngleMoveDone(entity this)
void SUB_CalcAngleMoveEnt(entity ent, vector destangle, float tspeedtype, float tspeed, void(entity this) func)
void SUB_SetFade_Think(entity this)
void SUB_CalcMoveDone(entity this)
void SUB_Friction(entity this)
void SUB_NullThink(entity this)
void SUB_VanishOrRemove(entity ent)