10 vector movelib_dragvec(
entity this,
float drag,
float exp_);
16 float movelib_dragflt(
float fspeed,
float drag,
float exp_);
23 vector movelib_inertmove_byspeed(
entity this,
vector vel_new,
float vel_max,
float newmin,
float oldmax);
27 .float movelib_lastupdate;
28 void movelib_move(
entity this,
vector force,
float max_velocity,
float drag,
float theMass,
float breakforce);
36 #define movelib_move_simple(e,newdir,velo,blendrate) \ 37 e.velocity = e.velocity * (1 - blendrate) + (newdir * blendrate) * velo 39 #define movelib_move_simple_gravity(e,newdir,velo,blendrate) \ 40 if(IS_ONGROUND(e)) movelib_move_simple(e,newdir,velo,blendrate) 42 void movelib_brake_simple(
entity this,
float force);
void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max)
vector(float skel, float bonenum) _skel_get_boneabs_hidden