float CSQCModel_Send(entity to, float sf)
{
// some nice flags for CSQCMODEL_IF
- float isplayer = (self.flags & FL_CLIENT);
+ float isplayer = (IS_CLIENT(self));
float islocalplayer = (self == to);
float isnolocalplayer = (isplayer && (self != to));
+ unused_float = isplayer;
+ unused_float = islocalplayer;
+ unused_float = isnolocalplayer;
+
WriteByte(MSG_ENTITY, ENT_CLIENT_MODEL);
WriteShort(MSG_ENTITY, sf);
void CSQCModel_CheckUpdate()
{
// some nice flags for CSQCMODEL_IF
- float isplayer = (self.flags & FL_CLIENT);
+ float isplayer = (IS_CLIENT(self));
float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
+ unused_float = isplayer;
+ unused_float = islocalplayer;
+ unused_float = isnolocalplayer;
+
#ifdef CSQCPLAYER_FORCE_UPDATES
if(isplayer && time > self.csqcmodel_nextforcedupdate)
{
}
#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
{ \
- t tmp = bound(mi, s * self.f, ma); \
+ t tmp = bound(mi, s * self.f, ma) - mi; \
if(tmp != self.csqcmodel_##f) \
{ \
self.csqcmodel_##f = tmp; \
{
self.SendEntity = CSQCModel_Send;
self.SendFlags = 0xFFFFFF;
+ CSQCModel_CheckUpdate();
}
void CSQCModel_UnlinkEntity()