- .entity baseline, baseline_target;
- #define W_UPDATE_BEGIN(class) \
- METHOD(class, wr_update, void(class this)) \
- { \
- noref entity b = this.baseline; \
- if (!b) \
- { \
- b = this.baseline = new_pure(baseline); \
- b.baseline_target = this; \
- }
- #ifdef SVQC
- #define _W_UPDATE(class, fld, T, wepname) \
- { \
- T it = _W_PROP_CVAR(wepname, fld); \
- b.wepvar_##fld = this.wepvar_##fld; \
- this.wepvar_##fld = it; \
- }
- #else
- #define _W_UPDATE(class, fld, T, wepname)
- #endif
- #define W_UPDATE_END() }
+ #ifdef GAMEQC
+ .entity baseline, baseline_target;
+ #define W_UPDATE_BEGIN(class) \
+ METHOD(class, wr_update, void(class this)) \
+ { \
+ noref entity b = this.baseline; \
+ if (!b) \
+ { \
+ b = this.baseline = new_pure(baseline); \
+ b.baseline_target = this; \
+ }
+ #ifdef SVQC
+ #define _W_UPDATE(class, fld, T, wepname) \
+ { \
+ T it = _W_PROP_CVAR(wepname, fld); \
+ b.wepvar_##fld = this.wepvar_##fld; \
+ this.wepvar_##fld = it; \
+ }
+ #else
+ #define _W_UPDATE(class, fld, T, wepname)
+ #endif
+ #define W_UPDATE_END() }
+ #else
+ #define W_UPDATE_BEGIN(class)
+ #define _W_UPDATE(class, fld, T, wepname)
+ #define W_UPDATE_END()
+ #endif