// player "pops in"
if(isnew)
{
-#define FIX_FRAMETIME(f,ft) MACRO_BEGIN { \
- if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
- this.ft = this.death_time; \
-} MACRO_END
+#define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
+ if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
+ this.ft = this.death_time; \
+MACRO_END
FIX_FRAMETIME(frame, frame1time);
FIX_FRAMETIME(frame2, frame2time);
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
}
}
- else if(this.tag_entity.isplayermodel)
+ else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
{
skeleton_loadinfo(this.tag_entity);
this.tag_index = this.tag_entity.bone_weapon;
tref = EFFECT_TR_BLOOD.m_id;
if(this.csqcmodel_modelflags & MF_ROTATE)
{
+ // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
+ // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
+ // However MR_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
this.renderflags |= RF_USEAXIS;
makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
- //MAKEVECTORS(makevectors, this.angles + '0 100 0' * fmod(time, 3.6), v_forward, v_right, v_up);
}
if(this.csqcmodel_modelflags & MF_TRACER)
tref = EFFECT_TR_WIZSPIKE.m_id;
if(!this.modelindex || this.model == "null" || this.alpha < 0)
{
this.drawmask = 0;
+ if(this.snd_looping > 0)
+ {
+ sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
+ this.snd_looping = 0;
+ }
return;
}
else
this.drawmask = MASK_NORMAL;
- if(this.isplayermodel && this.drawmask) // this checks if it's a player MODEL!
+ if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
{
CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
CSQCPlayer_LOD_Apply(this);
this.iflags |= IFLAG_V_ANGLE_X;
// revert to values from server
CSQCModel_Effects_PreUpdate(this);
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
if(!isplayer)
CSQCPlayer_FallbackFrame_PreUpdate(this);
this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
// save values set by server
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
CSQCPlayer_ModelAppearance_PostUpdate(this);
if(isplayer)