X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=35f28bdca4dec5baea11b3a20dc3db4ca0a76322;hb=2a38620bbb43f7b62bbd93e8c22b6abbe627ca86;hp=4a04eb5e0fe2342de9d9e9d1ed337db1a4b12d4a;hpb=d0a609ae172c4ba48cff7cbc642a8b2b3966efbf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 4a04eb5e0..35f28bdca 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,3 +1,4 @@ +#include "csqcmodel_hooks.qh" #include "mutators/events.qh" #include "player_skeleton.qh" #include "weapons/projectile.qh" @@ -352,6 +353,7 @@ void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew) } 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) @@ -367,7 +369,7 @@ int CSQCPlayer_FallbackFrame(entity this, int f) case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk } - LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, this.model); + LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, this.model); return f; } void CSQCPlayer_FallbackFrame_Apply(entity this) @@ -406,7 +408,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this) // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch if(this.tag_entity.classname == "csqcmodel") { - CSQCModel_Hook_PreDraw(this.tag_entity, (this.entnum >= 1 && this.entnum <= maxclients)); + CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.entnum >= 1 && this.tag_entity.entnum <= maxclients)); } if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex) @@ -459,26 +461,6 @@ void CSQCModel_AutoTagIndex_Apply(entity this) } } -// 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;