45float parm1,
parm2,
parm3,
parm4,
parm5,
parm6,
parm7,
parm8,
parm9,
parm10,
parm11,
parm12,
parm13,
parm14,
parm15,
parm16;
73void() PlayerPostThink;
77void() PutClientInServer;
78void() ClientDisconnect;
405void() break_to_debugger =
#6;
423entity() checkclient =
#17;
426string(
string s) precache_model = #20;
438float(
float yaw,
float dist) walkmove = #32;
440float() droptofloor=
#34;
455void() ChangeYaw =
#49;
485void(
float step) movetogoal = #67;
497void(
vector pos,
string samp,
float vol,
float atten) ambientsound = #74;
499string(
string s) precache_model2 = #75;
500string(
string s) precache_sound2 = #76;
501string(
string s) precache_file2 = #77;
int main(int argc, char **argv)
const float CONTENT_SOLID
vector(vector v) normalize
const float CONTENT_WATER
const float CONTENT_EMPTY
vector trace_plane_normal
const float CONTENT_SLIME
GLfloat GLfloat GLfloat v2
GLsizei const GLfloat * value
GLsizei const GLchar ** string
GLenum GLenum GLsizei count
#define IT_GRENADE_LAUNCHER
#define IT_ROCKET_LAUNCHER
#define IT_INVULNERABILITY
#define FL_WATERJUMP
player jumping out of water
#define FL_JUMPRELEASED
for jump debouncing
#define FL_MONSTER
movement is smoothed on the client side by step based interpolation
#define SOLID_BBOX
touch on edge, block
#define SOLID_SLIDEBOX
touch on edge, but not an onground
#define MOVETYPE_TOSS
gravity
#define MOVETYPE_WALK
gravity
#define MOVETYPE_NONE
never moves
#define MOVETYPE_BOUNCEMISSILE
bounce w/o gravity
#define FL_PARTIALGROUND
not all corners are valid
#define SOLID_NOT
no interaction with other objects
#define MOVETYPE_PUSH
no clip to world, push and crush
#define MOVETYPE_STEP
gravity, special edge handling, special step based client side interpolation
#define SOLID_TRIGGER
touch on edge, but not blocking
#define MOVETYPE_FLYMISSILE
extra size to monsters
#define SOLID_BSP
bsp clip, touch on edge, block