//1 should lead to an unmodified view
//DP_CSQC_V_CALCREFDEF_WIP1
+//DP_CSQC_V_CALCREFDEF_WIP2
//idea: divVerent
//darkplaces implementation: divVerent
//builtin definitions:
float PMF_ONGROUND = 8;
float REFDEFFLAG_TELEPORTED = 1;
float REFDEFFLAG_JUMPING = 2;
+float REFDEFFLAG_DEAD = 4;
+float REFDEFFLAG_INTERMISSION = 8;
//- use this on the player entity after performing prediction
//- pass REFDEFFLAG_TELEPORTED if the player teleported since last frame
//- pass REFDEFFLAG_JUMPING if jump button is pressed
+//- pass REFDEFFLAG_DEAD if dead (DP_CSQC_V_CALCREFDEF_WIP2)
+//- pass REFDEFFLAG_INTERMISSION if in intermission (DP_CSQC_V_CALCREFDEF_WIP2)
//- the player entity needs to have origin, velocity, pmove_flags set according
// to prediction (the above two PMF_ flags are used in the player's pmove_flags)
//- NOTE: to check for this, ALSO OR a check with DP_CSQC_V_CALCREFDEF to also support