#include "sv_model.qh"
#include "common.qh"
-#include "../../common/animdecide.qh"
-#include "../../common/constants.qh"
-#include "../../common/util.qh"
-#include "../../server/constants.qh"
-#include "../../server/defs.qh"
+#include <common/animdecide.qh>
+#include <common/constants.qh>
+#include <common/util.qh>
+#include <server/constants.qh>
+#include <server/defs.qh>
// generic CSQC model code
-bool CSQCModel_Send(entity to, int sf)
-{SELFPARAM();
+bool CSQCModel_Send(entity this, entity to, int sf)
+{
// some nice flags for CSQCMODEL_IF
- float isplayer = (IS_CLIENT(self));
- float islocalplayer = (self == to);
- float isnolocalplayer = (isplayer && (self != to));
-
- unused_float = isplayer;
- unused_float = islocalplayer;
- unused_float = isnolocalplayer;
+ noref bool isplayer = IS_CLIENT(this);
+ noref bool islocalplayer = (this == to);
+ noref bool isnolocalplayer = (isplayer && (this != to));
- WriteByte(MSG_ENTITY, ENT_CLIENT_MODEL);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_MODEL);
WriteInt24_t(MSG_ENTITY, sf);
+ WriteByte(MSG_ENTITY, isplayer);
#define CSQCMODEL_IF(cond) if(cond) {
#define CSQCMODEL_ENDIF }
#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
if(sf & flag) \
{ \
- w(MSG_ENTITY, self.csqcmodel_##f); \
+ w(MSG_ENTITY, this.csqcmodel_##f); \
}
#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) CSQCMODEL_PROPERTY(flag,t,r,w,f)
ALLPROPERTIES
return true;
}
-#ifdef CSQCPLAYER_FORCE_UPDATES
+#if CSQCPLAYER_FORCE_UPDATES
.float csqcmodel_nextforcedupdate;
#endif
void CSQCModel_CheckUpdate(entity e)
{
// some nice flags for CSQCMODEL_IF
- float isplayer = (IS_CLIENT(e));
+ float isplayer = IS_CLIENT(e);
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 = islocalplayer;
unused_float = isnolocalplayer;
-#ifdef CSQCPLAYER_FORCE_UPDATES
+#if CSQCPLAYER_FORCE_UPDATES
if(isplayer && time > e.csqcmodel_nextforcedupdate)
{
e.SendFlags |= CSQCMODEL_PROPERTY_ORIGIN;
- e.csqcmodel_nextforcedupdate = time + CSQCPLAYER_FORCE_UPDATES * (0.5 + random()); // ensure about 4 origin sends per sec
+ e.csqcmodel_nextforcedupdate = time + (1 / (CSQCPLAYER_FORCE_UPDATES)) * (0.5 + random()); // ensure about 4 origin sends per sec
}
#endif
void CSQCModel_LinkEntity(entity e)
{
- e.SendEntity = CSQCModel_Send;
+ e.SendEntity = SendEntity_self;
+ e.SendEntity3 = CSQCModel_Send;
e.SendFlags = 0xFFFFFF;
CSQCModel_CheckUpdate(e);
}
void CSQCModel_UnlinkEntity(entity e)
{
e.SendEntity = func_null;
+ e.SendEntity3 = func_null;
}