#ifndef CSQCMODEL_SETTINGS_H #define CSQCMODEL_SETTINGS_H // define this if svqc code wants to use .frame2 and .lerpfrac //#define CSQCMODEL_HAVE_TWO_FRAMES // don't define this ever //#define CSQCMODEL_SUPPORT_GETTAGINFO_BEFORE_DRAW // server decides crouching, this lags, but so be it //#define CSQCMODEL_SERVERSIDE_CROUCH // a hack for Xonotic #ifdef CSQC # define TAG_ENTITY_NAME tag_networkentity # define TAG_ENTITY_TYPE float .float tag_networkentity; # define TAG_VIEWLOC_NAME tag_networkviewloc # define TAG_VIEWLOC_TYPE int .float tag_networkviewloc; # define MOVETYPE_NAME move_movetype #else # define TAG_ENTITY_NAME tag_entity # define TAG_ENTITY_TYPE entity # define TAG_VIEWLOC_NAME viewloc # define TAG_VIEWLOC_TYPE entity # define MOVETYPE_NAME movetype #endif // new fields .vector v_angle; // add properties you want networked to CSQC here #define CSQCMODEL_EXTRAPROPERTIES \ CSQCMODEL_PROPERTY(BIT(0), int, ReadShort, WriteShort, colormap) \ CSQCMODEL_PROPERTY(BIT(1), int, ReadInt24_t, WriteInt24_t, effects) \ CSQCMODEL_PROPERTY(BIT(2), int, ReadByte, WriteByte, modelflags) \ CSQCMODEL_PROPERTY_SCALED(BIT(3), float, ReadByte, WriteByte, alpha, 254, -1, 254) \ CSQCMODEL_PROPERTY(BIT(4), int, ReadByte, WriteByte, skin) \ CSQCMODEL_PROPERTY(BIT(5), float, ReadApproxPastTime, WriteApproxPastTime, death_time) \ CSQCMODEL_PROPERTY(BIT(6), float, ReadByte, WriteByte, solid) \ CSQCMODEL_IF(!isplayer) \ CSQCMODEL_PROPERTY(BIT(7), TAG_ENTITY_TYPE, ReadShort, WriteEntity, TAG_ENTITY_NAME) \ CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, glowmod_x, 254, -1, 254) \ CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, glowmod_y, 254, -1, 254) \ CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, glowmod_z, 254, -1, 254) \ CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, colormod_x, 254, -1, 254) \ CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, colormod_y, 254, -1, 254) \ CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, colormod_z, 254, -1, 254) \ CSQCMODEL_ENDIF \ CSQCMODEL_IF(isplayer) \ CSQCMODEL_PROPERTY(BIT(7), int, ReadByte, WriteByte, anim_state) \ CSQCMODEL_PROPERTY(BIT(7), float, ReadApproxPastTime, WriteApproxPastTime, anim_time) \ CSQCMODEL_IF(!islocalplayer) \ CSQCMODEL_PROPERTY(BIT(8), float, ReadChar, WriteChar, anim_lower_action) \ CSQCMODEL_PROPERTY(BIT(8), float, ReadApproxPastTime, WriteApproxPastTime, anim_lower_time) \ CSQCMODEL_ENDIF \ CSQCMODEL_PROPERTY(BIT(9), float, ReadChar, WriteChar, anim_upper_action) \ CSQCMODEL_PROPERTY(BIT(9), float, ReadApproxPastTime, WriteApproxPastTime, anim_upper_time) \ CSQCMODEL_ENDIF \ CSQCMODEL_PROPERTY(BIT(10), float, ReadAngle, WriteAngle, v_angle_x) \ CSQCMODEL_PROPERTY(BIT(11), int, ReadByte, WriteByte, traileffect) \ CSQCMODEL_PROPERTY_SCALED(BIT(12), float, ReadByte, WriteByte, scale, 16, 0, 255) \ CSQCMODEL_PROPERTY(BIT(13), int, ReadInt24_t, WriteInt24_t, dphitcontentsmask) \ CSQCMODEL_PROPERTY(BIT(14), TAG_VIEWLOC_TYPE, ReadShort, WriteEntity, TAG_VIEWLOC_NAME) \ CSQCMODEL_PROPERTY(BIT(15), int, ReadByte, WriteByte, multijump_count) \ CSQCMODEL_PROPERTY(BIT(16), int, ReadByte, WriteByte, MOVETYPE_NAME) // TODO get rid of colormod/glowmod here, find good solution for vortex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody // add hook function calls here #define CSQCPLAYER_HOOK_POSTCAMERASETUP() \ CSQCPlayer_SetViewLocation() // force updates of player entities this frequently (per second) even if unchanged #ifndef CSQCPLAYER_FORCE_UPDATES #define CSQCPLAYER_FORCE_UPDATES 4 #endif // mod must define: //vector PL_MIN = ...; //vector PL_MAX = ...; //vector PL_VIEW_OFS = ...; //vector PL_CROUCH_MIN = ...; //vector PL_CROUCH_MAX = ...; //vector PL_CROUCH_VIEW_OFS = ...; #ifdef SVQC # define CSQCMODEL_AUTOINIT(e) CSQCModel_LinkEntity(e) # define CSQCMODEL_AUTOUPDATE(e) CSQCModel_CheckUpdate(e) #endif #define CSQCMODEL_EF_RESPAWNGHOST EF_SELECTABLE #endif