}
int CSQCPlayer_FallbackFrame(entity this, int f)
{
+ TC(int, f);
if(frameduration(this.modelindex, f) > 0)
return f; // goooooood
if(frameduration(this.modelindex, 1) <= 0)
void CSQCModel_AutoTagIndex_Apply(entity this)
{
if(this.tag_entity && wasfreed(this.tag_entity))
- this.tag_entity = world;
+ this.tag_entity = NULL;
viewloc_SetTags(this);
bool changed = 0;
if(this.tag_entity.entnum != this.tag_networkentity)
{
- this.tag_entity = findfloat(world, entnum, this.tag_networkentity);
+ this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
changed = 1;
}
if(!this.tag_index)
{
// we need to prevent this from 'appening
- this.tag_entity = world;
+ this.tag_entity = NULL;
this.drawmask = 0;
LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it\n");
}
}
}
-// FEATURE: EF_NODRAW workalike
-const int EF_BRIGHTFIELD = BIT(0);
-const int EF_BRIGHTLIGHT = BIT(2);
-const int EF_DIMLIGHT = BIT(3);
-const int EF_DOUBLESIDED = BIT(15);
-const int EF_NOSELFSHADOW = BIT(16);
-const int EF_DYNAMICMODELLIGHT = BIT(17);
-const int EF_RESTARTANIM_BIT = BIT(20);
-const int EF_TELEPORT_BIT = BIT(21);
-const int MF_ROCKET = BIT(0); // leave a trail
-const int MF_GRENADE = BIT(1); // leave a trail
-const int MF_GIB = BIT(2); // leave a trail
-const int MF_ROTATE = BIT(3); // rotate (bonus items)
-const int MF_TRACER = BIT(4); // green split trail
-const int MF_ZOMGIB = BIT(5); // small blood trail
-const int MF_TRACER2 = BIT(6); // orange split trail
-const int MF_TRACER3 = BIT(7); // purple trail
-.int csqcmodel_effects;
-.int csqcmodel_modelflags;
-.int csqcmodel_traileffect;
void CSQCModel_Effects_PreUpdate(entity this)
{
this.effects = this.csqcmodel_effects;