]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Properly support team field on trigger_multiple
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index 506d35c6bb6c02a6a4dc934645c34ec66474878e..6499a683e8f4c2cf198be39cb0bee2c9eb9e9a3f 100644 (file)
@@ -1,17 +1,24 @@
+#include "csqcmodel_hooks.qh"
+#include "autocvars.qh"
+#include "csqcmodel_hooks.qh"
+#include "miscfunctions.qh"
 #include "mutators/events.qh"
 #include "player_skeleton.qh"
 #include "weapons/projectile.qh"
-#include "../common/animdecide.qh"
-#include "../common/movetypes/movetypes.qh"
-#include "../common/viewloc.qh"
-#include "../lib/csqcmodel/cl_model.qh"
-#include "../lib/csqcmodel/cl_player.qh"
-#include "../lib/csqcmodel/interpolate.qh"
+#include <common/animdecide.qh>
+#include <common/ent_cs.qh>
+#include <common/physics/movetypes/movetypes.qh>
+#include <common/viewloc.qh>
+#include <common/effects/all.qh>
+#include <common/effects/all.inc>
+#include <lib/csqcmodel/cl_model.qh>
+#include <lib/csqcmodel/cl_player.qh>
+#include <lib/csqcmodel/interpolate.qh>
 
 .float death_time;
 .int modelflags;
 
-void CSQCModel_Hook_PreDraw(bool isplayer);
+void CSQCModel_Hook_PreDraw(entity this, bool isplayer);
 
 .bool isplayermodel;
 
@@ -19,66 +26,66 @@ void CSQCModel_Hook_PreDraw(bool isplayer);
 .int lodmodelindex0;
 .int lodmodelindex1;
 .int lodmodelindex2;
-void CSQCPlayer_LOD_Apply()
-{SELFPARAM();
+void CSQCPlayer_LOD_Apply(entity this)
+{
        // LOD model loading
-       if(self.lodmodelindex0 != self.modelindex)
+       if(this.lodmodelindex0 != this.modelindex)
        {
-               string modelname = self.model;
+               string modelname = this.model;
                string s;
 
-               vector mi = self.mins;
-               vector ma = self.maxs;
+               vector mi = this.mins;
+               vector ma = this.maxs;
 
                // set modelindex
-               self.lodmodelindex0 = self.modelindex;
-               self.lodmodelindex1 = self.modelindex;
-               self.lodmodelindex2 = self.modelindex;
+               this.lodmodelindex0 = this.modelindex;
+               this.lodmodelindex1 = this.modelindex;
+               this.lodmodelindex2 = this.modelindex;
 
                // FIXME: this only supports 3-letter extensions
                s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
                if(fexists(s))
                {
                        precache_model(s);
-                       _setmodel(self, s);
-                       if(self.modelindex)
-                               self.lodmodelindex1 = self.modelindex;
+                       _setmodel(this, s);
+                       if(this.modelindex)
+                               this.lodmodelindex1 = this.modelindex;
                }
 
                s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
                if(fexists(s))
                {
                        precache_model(s);
-                       _setmodel(self, s);
-                       if(self.modelindex)
-                               self.lodmodelindex2 = self.modelindex;
+                       _setmodel(this, s);
+                       if(this.modelindex)
+                               this.lodmodelindex2 = this.modelindex;
                }
 
-               _setmodel(self, modelname); // make everything normal again
-               setsize(self, mi, ma);
+               _setmodel(this, modelname); // make everything normal again
+               setsize(this, mi, ma);
        }
 
        // apply LOD
        if(autocvar_cl_playerdetailreduction <= 0)
        {
                if(autocvar_cl_playerdetailreduction <= -2)
-                       self.modelindex = self.lodmodelindex2;
+                       this.modelindex = this.lodmodelindex2;
                else if(autocvar_cl_playerdetailreduction <= -1)
-                       self.modelindex = self.lodmodelindex1;
+                       this.modelindex = this.lodmodelindex1;
                else
-                       self.modelindex = self.lodmodelindex0;
+                       this.modelindex = this.lodmodelindex0;
        }
        else
        {
-               float distance = vlen(self.origin - view_origin);
+               float distance = vlen(this.origin - view_origin);
                float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
                f *= 1.0 / bound(0.01, view_quality, 1);
                if(f > autocvar_cl_loddistance2)
-                       self.modelindex = self.lodmodelindex2;
+                       this.modelindex = this.lodmodelindex2;
                else if(f > autocvar_cl_loddistance1)
-                       self.modelindex = self.lodmodelindex1;
+                       this.modelindex = this.lodmodelindex1;
                else
-                       self.modelindex = self.lodmodelindex0;
+                       this.modelindex = this.lodmodelindex0;
        }
 }
 
@@ -108,30 +115,33 @@ int forceplayermodels_goodmodelindex;
 .vector glowmod;
 .vector old_glowmod;
 
-void CSQCPlayer_ModelAppearance_PreUpdate()
-{SELFPARAM();
-       self.model = self.forceplayermodels_savemodel;
-       self.modelindex = self.forceplayermodels_savemodelindex;
-       self.skin = self.forceplayermodels_saveskin;
-       self.colormap = self.forceplayermodels_savecolormap;
+void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
+{
+       this.model = this.forceplayermodels_savemodel;
+       this.modelindex = this.forceplayermodels_savemodelindex;
+       this.skin = this.forceplayermodels_saveskin;
+       this.colormap = this.forceplayermodels_savecolormap;
 }
-void CSQCPlayer_ModelAppearance_PostUpdate()
-{SELFPARAM();
-       self.forceplayermodels_savemodel = self.model;
-       self.forceplayermodels_savemodelindex = self.modelindex;
-       self.forceplayermodels_saveskin = self.skin;
-       self.forceplayermodels_savecolormap = self.colormap;
-
-       if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
+void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
+{
+       this.forceplayermodels_savemodel = this.model;
+       this.forceplayermodels_savemodelindex = this.modelindex;
+       this.forceplayermodels_saveskin = this.skin;
+       this.forceplayermodels_savecolormap = this.colormap;
+
+       if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
        {
-               self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
-               self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
-               if(!self.forceplayermodels_isgoodmodel)
-                       LOG_INFOF("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
+               this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
+               this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
+               if(!this.forceplayermodels_isgoodmodel)
+                       LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
        }
 }
-void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
-{SELFPARAM();
+void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
+{
+       if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
+               goto skipforcemodels;
+
        // FORCEMODEL
        // which one is ALWAYS good?
        if (!forceplayermodels_goodmodel)
@@ -141,21 +151,21 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
                _setmodel(e, cvar_defstring("_cl_playermodel"));
                forceplayermodels_goodmodel = e.model;
                forceplayermodels_goodmodelindex = e.modelindex;
-               remove(e);
+               delete(e);
        }
 
        // first, try finding it from the server
-       if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
+       if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
        {
                if(islocalplayer)
                {
                        if(!isdemo()) // this is mainly cheat protection; not needed for demos
                        {
                                // trust server's idea of "own player model"
-                               forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
-                               forceplayermodels_model = self.forceplayermodels_savemodel;
-                               forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
-                               forceplayermodels_skin = self.forceplayermodels_saveskin;
+                               forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
+                               forceplayermodels_model = this.forceplayermodels_savemodel;
+                               forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
+                               forceplayermodels_skin = this.forceplayermodels_saveskin;
                                forceplayermodels_attempted = 1;
                        }
                }
@@ -174,7 +184,7 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
                forceplayermodels_model = e.model;
                forceplayermodels_modelindex = e.modelindex;
                forceplayermodels_skin = autocvar__cl_playerskin;
-               remove(e);
+               delete(e);
        }
 
        if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
@@ -184,14 +194,14 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
                forceplayermodels_myisgoodmodel = fexists(e.model);
                forceplayermodels_mymodel = e.model;
                forceplayermodels_mymodelindex = e.modelindex;
-               remove(e);
+               delete(e);
        }
 
        // apply it
        bool isfriend;
        int cm;
-       cm = self.forceplayermodels_savecolormap;
-       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
+       cm = this.forceplayermodels_savecolormap;
+       cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
 
        if(teamplay)
                isfriend = (cm == 1024 + 17 * myteam);
@@ -200,27 +210,27 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
 
        if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
        {
-               self.model = forceplayermodels_mymodel;
-               self.modelindex = forceplayermodels_mymodelindex;
-               self.skin = autocvar_cl_forcemyplayerskin;
+               this.model = forceplayermodels_mymodel;
+               this.modelindex = forceplayermodels_mymodelindex;
+               this.skin = autocvar_cl_forcemyplayerskin;
        }
        else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
        {
-               self.model = forceplayermodels_model;
-               self.modelindex = forceplayermodels_modelindex;
-               self.skin = forceplayermodels_skin;
+               this.model = forceplayermodels_model;
+               this.modelindex = forceplayermodels_modelindex;
+               this.skin = forceplayermodels_skin;
        }
-       else if(self.forceplayermodels_isgoodmodel)
+       else if(this.forceplayermodels_isgoodmodel)
        {
-               self.model = self.forceplayermodels_savemodel;
-               self.modelindex = self.forceplayermodels_savemodelindex;
-               self.skin = self.forceplayermodels_saveskin;
+               this.model = this.forceplayermodels_savemodel;
+               this.modelindex = this.forceplayermodels_savemodelindex;
+               this.skin = this.forceplayermodels_saveskin;
        }
        else
        {
-               self.model = forceplayermodels_goodmodel;
-               self.modelindex = forceplayermodels_goodmodelindex;
-               self.skin = self.forceplayermodels_saveskin;
+               this.model = forceplayermodels_goodmodel;
+               this.modelindex = forceplayermodels_goodmodelindex;
+               this.skin = this.forceplayermodels_saveskin;
        }
 
        // forceplayercolors too
@@ -233,7 +243,7 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
 
                if(autocvar_cl_forcemyplayercolors)
                        forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
-               if(autocvar_cl_forceplayercolors && team_count == 2)
+               if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
                        forcecolor_enemy = 1024 + autocvar__cl_color;
 
                if(forcecolor_enemy && !forcecolor_friend)
@@ -260,45 +270,47 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
                if(cm == 1024 + 17 * myteam)
                {
                        if(forcecolor_friend)
-                               self.colormap = forcecolor_friend;
+                               this.colormap = forcecolor_friend;
                }
                else
                {
                        if(forcecolor_enemy)
-                               self.colormap = forcecolor_enemy;
+                               this.colormap = forcecolor_enemy;
                }
        }
        else
        {
                if(autocvar_cl_forcemyplayercolors && islocalplayer)
-                       self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
+                       this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
                else if(autocvar_cl_forceplayercolors)
-                       self.colormap = player_localnum + 1;
+                       this.colormap = player_localnum + 1;
        }
 
+       LABEL(skipforcemodels)
+
        // GLOWMOD AND DEATH FADING
-       if(self.colormap > 0)
-               self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, true) * 2;
+       if(this.colormap > 0)
+               this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
        else
-               self.glowmod = '1 1 1';
+               this.glowmod = '1 1 1';
 
        if(autocvar_cl_deathglow > 0)
        {
-               if(self.csqcmodel_isdead)
+               if(this.csqcmodel_isdead)
                {
                        // Fade out to black now...
-                       if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
-                       self.colormap = 0;
+                       if(this.old_glowmod == '0 0 0') { this.old_glowmod = this.glowmod; }
+                       this.colormap = 0;
 
-                       self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
-                       self.glowmod_x = max(self.glowmod.x, 0.0001);
-                       self.glowmod_y = max(self.glowmod.y, 0.0001);
-                       self.glowmod_z = max(self.glowmod.z, 0.0001);
+                       this.glowmod = this.old_glowmod * bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
+                       this.glowmod_x = max(this.glowmod.x, 0.0001);
+                       this.glowmod_y = max(this.glowmod.y, 0.0001);
+                       this.glowmod_z = max(this.glowmod.z, 0.0001);
                }
-               else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
+               else if(this.old_glowmod != '0 0 0') { this.old_glowmod = '0 0 0'; }
        }
 
-       //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod));
+       //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
 }
 
 // FEATURE: fallback frames
@@ -311,32 +323,32 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
 .int csqcmodel_framecount;
 
 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
-void CSQCPlayer_FallbackFrame_PreUpdate()
-{SELFPARAM();
-       self.frame = self.csqcmodel_saveframe;
-       self.frame2 = self.csqcmodel_saveframe2;
+void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
+{
+       this.frame = this.csqcmodel_saveframe;
+       this.frame2 = this.csqcmodel_saveframe2;
 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
-       self.frame3 = self.csqcmodel_saveframe3;
-       self.frame4 = self.csqcmodel_saveframe4;
+       this.frame3 = this.csqcmodel_saveframe3;
+       this.frame4 = this.csqcmodel_saveframe4;
 #endif
 }
-void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
-{SELFPARAM();
-       self.csqcmodel_saveframe = self.frame;
-       self.csqcmodel_saveframe2 = self.frame2;
+void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
+{
+       this.csqcmodel_saveframe = this.frame;
+       this.csqcmodel_saveframe2 = this.frame2;
 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
-       self.csqcmodel_saveframe3 = self.frame3;
-       self.csqcmodel_saveframe4 = self.frame4;
+       this.csqcmodel_saveframe3 = this.frame3;
+       this.csqcmodel_saveframe4 = this.frame4;
 #endif
 
        // hack for death animations: set their frametime to zero in case a
        // player "pops in"
        if(isnew)
        {
-#define FIX_FRAMETIME(f,ft) do {                                                                                                                                                                       \
-               if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0)                                                                                       \
-                       self.ft = self.death_time;                                                                                                                                                              \
-} while(0)
+#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
@@ -344,17 +356,18 @@ void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
                FIX_FRAMETIME(frame4, frame4time);
 #endif
        }
-       self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
+       this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
 }
-void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
-{SELFPARAM();
-       self.csqcmodel_isdead = boolean(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
+{
+       this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
 }
-int CSQCPlayer_FallbackFrame(int f)
-{SELFPARAM();
-       if(frameduration(self.modelindex, f) > 0)
+int CSQCPlayer_FallbackFrame(entity this, int f)
+{
+    TC(int, f);
+       if(frameduration(this.modelindex, f) > 0)
                return f; // goooooood
-       if(frameduration(self.modelindex, 1) <= 0)
+       if(frameduration(this.modelindex, 1) <= 0)
                return f; // this is a static model. We can't fix it if we wanted to
        switch(f)
        {
@@ -367,16 +380,16 @@ int CSQCPlayer_FallbackFrame(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, self.model);
+       LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
        return f;
 }
-void CSQCPlayer_FallbackFrame_Apply()
-{SELFPARAM();
-       self.frame = CSQCPlayer_FallbackFrame(self.frame);
-       self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
+void CSQCPlayer_FallbackFrame_Apply(entity this)
+{
+       this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
+       this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
-       self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
-       self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
+       this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
+       this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
 #endif
 }
 
@@ -384,212 +397,190 @@ void CSQCPlayer_FallbackFrame_Apply()
 .entity tag_entity;
 .int tag_entity_lastmodelindex;
 .int tag_index;
-void CSQCModel_AutoTagIndex_Apply()
-{SELFPARAM();
-       if(self.tag_entity && wasfreed(self.tag_entity))
-               self.tag_entity = world;
-
-       viewloc_SetTags();
+void CSQCModel_AutoTagIndex_Apply(entity this)
+{
+       if(this.tag_entity && wasfreed(this.tag_entity))
+               this.tag_entity = NULL;
 
-       MUTATOR_CALLHOOK(TagIndex_Update, self);
+       MUTATOR_CALLHOOK(TagIndex_Update, this);
 
-       if(self.tag_networkentity)
+       if(this.tag_networkentity)
        {
                // we are ATTACHED!
                bool changed = 0;
-               if(self.tag_entity.entnum != self.tag_networkentity)
+               if(this.tag_entity.entnum != this.tag_networkentity)
                {
-                       self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
+                       this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
                        changed = 1;
                }
 
                // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
-               if(self.tag_entity.classname == "csqcmodel")
+               if(this.tag_entity.classname == "csqcmodel")
                {
-                       WITH(entity, self, self.tag_entity, CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients)));
+                       CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.entnum >= 1 && this.tag_entity.entnum <= maxclients));
                }
 
-               if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
+               if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
                {
-                       self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
+                       this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
                        changed = 1;
                }
                if(changed)
                {
-                       if(self.tag_entity)
+                       if(this.tag_entity)
                        {
                                // the best part is: IT EXISTS
-                               if(substring(self.model, 0, 14) == "models/weapons")
+                               if(substring(this.model, 0, 14) == "models/weapons")
                                {
-                                       if(substring(self.tag_entity.model, 0, 14) == "models/weapons")
+                                       if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
                                        {
-                                               self.tag_index = gettagindex(self.tag_entity, "weapon");
-                                               if(!self.tag_index)
-                                                       self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
-                                               if(!self.tag_index)
+                                               this.tag_index = gettagindex(this.tag_entity, "weapon");
+                                               if(!this.tag_index)
+                                                       this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
+                                               if(!this.tag_index)
                                                {
                                                        // we need to prevent this from 'appening
-                                                       self.tag_entity = world;
-                                                       self.drawmask = 0;
-                                                       LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it\n");
+                                                       this.tag_entity = NULL;
+                                                       this.drawmask = 0;
+                                                       LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
                                                }
                                        }
-                                       else if(self.tag_entity.isplayermodel)
+                                       else if(this.tag_entity.isplayermodel)
                                        {
-                                               skeleton_loadinfo(self.tag_entity);
-                                               self.tag_index = self.tag_entity.bone_weapon;
+                                               skeleton_loadinfo(this.tag_entity);
+                                               this.tag_index = this.tag_entity.bone_weapon;
                                        }
                                }
 
-                               if(substring(self.tag_entity.model, 0, 14) == "models/weapons")
+                               if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
                                {
-                                       self.tag_index = gettagindex(self.tag_entity, "shot");
-                                       if(!self.tag_index)
-                                               self.tag_index = gettagindex(self.tag_entity, "tag_shot");
+                                       this.tag_index = gettagindex(this.tag_entity, "shot");
+                                       if(!this.tag_index)
+                                               this.tag_index = gettagindex(this.tag_entity, "tag_shot");
                                }
 
-                               MUTATOR_CALLHOOK(TagIndex_Apply, self);
+                               MUTATOR_CALLHOOK(TagIndex_Apply, this);
                        }
                        else
                        {
                                // damn, see you next frame
-                               self.drawmask = 0;
+                               this.drawmask = 0;
                        }
                }
        }
 }
 
-// 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()
-{SELFPARAM();
-       self.effects = self.csqcmodel_effects;
-       self.modelflags = self.csqcmodel_modelflags;
-       self.traileffect = self.csqcmodel_traileffect;
+void CSQCModel_Effects_PreUpdate(entity this)
+{
+       this.effects = this.csqcmodel_effects;
+       this.modelflags = this.csqcmodel_modelflags;
+       this.traileffect = this.csqcmodel_traileffect;
 }
 void Reset_ArcBeam();
-void CSQCModel_Effects_PostUpdate()
-{SELFPARAM();
-       if (self == csqcplayer) {
-               if (self.csqcmodel_teleported) {
+void CSQCModel_Effects_PostUpdate(entity this)
+{
+       if (this == csqcplayer) {
+               if (this.csqcmodel_teleported) {
                        Reset_ArcBeam();
                }
        }
-       self.csqcmodel_effects = self.effects;
-       self.csqcmodel_modelflags = self.modelflags;
-       self.csqcmodel_traileffect = self.traileffect;
-       self.effects = 0;
-       self.modelflags = 0;
-       if(self.csqcmodel_teleported)
-               Projectile_ResetTrail(self, self.origin);
+       this.csqcmodel_effects = this.effects;
+       this.csqcmodel_modelflags = this.modelflags;
+       this.csqcmodel_traileffect = this.traileffect;
+       this.effects = 0;
+       this.modelflags = 0;
+       if(this.csqcmodel_teleported)
+               Projectile_ResetTrail(this, this.origin);
 }
 .int snd_looping;
-void CSQCModel_Effects_Apply()
-{SELFPARAM();
-       int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
-       int tref = self.csqcmodel_traileffect;
+void CSQCModel_Effects_Apply(entity this)
+{
+       int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
+       int tref = this.csqcmodel_traileffect;
 
-       self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
-       self.effects = 0;
-       self.traileffect = 0;
+       this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
+       this.effects = 0;
+       this.traileffect = 0;
 
        if(eff & EF_BRIGHTFIELD)
                tref = EFFECT_TR_NEXUIZPLASMA.m_id;
        // ignoring EF_MUZZLEFLASH
        if(eff & EF_BRIGHTLIGHT)
-               adddynamiclight(self.origin, 400, '3 3 3');
+               adddynamiclight(this.origin, 400, '3 3 3');
        if(eff & EF_DIMLIGHT)
-               adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
-       if((eff & EF_NODRAW) || (self.alpha < 0))
-               self.drawmask = 0;
+               adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
+       if((eff & EF_NODRAW) || (this.alpha < 0))
+               this.drawmask = 0;
        if(eff & EF_ADDITIVE)
-               self.renderflags |= RF_ADDITIVE;
+               this.renderflags |= RF_ADDITIVE;
        if(eff & EF_BLUE)
-               adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
+               adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
        if(eff & EF_RED)
-               adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
+               adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
        // ignoring EF_NOGUNBOB
        if(eff & EF_FULLBRIGHT)
-               self.renderflags |= RF_FULLBRIGHT;
+               this.renderflags |= RF_FULLBRIGHT;
        if(eff & EF_FLAME)
-               pointparticles(EFFECT_EF_FLAME, self.origin, '0 0 0', bound(0, frametime, 0.1));
+               pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
        if(eff & EF_STARDUST)
-               pointparticles(EFFECT_EF_STARDUST, self.origin, '0 0 0', bound(0, frametime, 0.1));
+               pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
        if(eff & EF_NOSHADOW)
-               self.renderflags |= RF_NOSHADOW;
+               this.renderflags |= RF_NOSHADOW;
        if(eff & EF_NODEPTHTEST)
-               self.renderflags |= RF_DEPTHHACK;
+               this.renderflags |= RF_DEPTHHACK;
        // ignoring EF_SELECTABLE
        if(eff & EF_DOUBLESIDED)
-               self.effects |= EF_DOUBLESIDED;
+               this.effects |= EF_DOUBLESIDED;
        if(eff & EF_NOSELFSHADOW)
-               self.effects |= EF_NOSELFSHADOW;
+               this.effects |= EF_NOSELFSHADOW;
        if(eff & EF_DYNAMICMODELLIGHT)
-               self.renderflags |= RF_DYNAMICMODELLIGHT;
+               this.renderflags |= RF_DYNAMICMODELLIGHT;
        // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
-       if(self.csqcmodel_modelflags & MF_ROCKET)
+       if(this.csqcmodel_modelflags & MF_ROCKET)
                tref = EFFECT_TR_ROCKET.m_id;
-       if(self.csqcmodel_modelflags & MF_GRENADE)
+       if(this.csqcmodel_modelflags & MF_GRENADE)
                tref = EFFECT_TR_GRENADE.m_id;
-       if(self.csqcmodel_modelflags & MF_GIB)
+       if(this.csqcmodel_modelflags & MF_GIB)
                tref = EFFECT_TR_BLOOD.m_id;
-       if(self.csqcmodel_modelflags & MF_ROTATE)
+       if(this.csqcmodel_modelflags & MF_ROTATE)
        {
-               self.renderflags |= RF_USEAXIS;
-               makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
+               this.renderflags |= RF_USEAXIS;
+               makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
        }
-       if(self.csqcmodel_modelflags & MF_TRACER)
+       if(this.csqcmodel_modelflags & MF_TRACER)
                tref = EFFECT_TR_WIZSPIKE.m_id;
-       if(self.csqcmodel_modelflags & MF_ZOMGIB)
+       if(this.csqcmodel_modelflags & MF_ZOMGIB)
                tref = EFFECT_TR_SLIGHTBLOOD.m_id;
-       if(self.csqcmodel_modelflags & MF_TRACER2)
+       if(this.csqcmodel_modelflags & MF_TRACER2)
                tref = EFFECT_TR_KNIGHTSPIKE.m_id;
-       if(self.csqcmodel_modelflags & MF_TRACER3)
+       if(this.csqcmodel_modelflags & MF_TRACER3)
                tref = EFFECT_TR_VORESPIKE.m_id;
 
-       self.traileffect = tref;
+       this.traileffect = tref;
 
-       if(self.drawmask)
-               Projectile_DrawTrail(self, self.origin);
+       if(this.drawmask)
+               Projectile_DrawTrail(this, this.origin);
        else
-               Projectile_ResetTrail(self, self.origin);
+               Projectile_ResetTrail(this, this.origin);
 
-       if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
-               self.renderflags |= RF_ADDITIVE;
+       if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+               this.renderflags |= RF_ADDITIVE;
                // also special in CSQCPlayer_GlowMod_Apply
 
-       if(self.csqcmodel_modelflags & MF_ROCKET)
+       if(this.csqcmodel_modelflags & MF_ROCKET)
        {
-               if(!self.snd_looping)
+               if(!this.snd_looping)
                {
-                       sound(self, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_g_jetpack_attenuation);
-                       self.snd_looping = CH_TRIGGER_SINGLE;
+                       sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
+                       this.snd_looping = CH_TRIGGER_SINGLE;
                }
        }
        else
        {
-               if(self.snd_looping)
+               if(this.snd_looping)
                {
-                       sound(self, self.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation);
-                       self.snd_looping = 0;
+                       sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
+                       this.snd_looping = 0;
                }
        }
 }
@@ -605,132 +596,132 @@ void CSQCModel_Effects_Apply()
 .int anim_saveframe2;
 .int anim_saveframe2time;
 .int anim_prev_pmove_flags;
-void CSQCModel_Hook_PreDraw(bool isplayer)
-{SELFPARAM();
-       if(self.csqcmodel_predraw_run == framecount)
+void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
+{
+       if(this.csqcmodel_predraw_run == framecount)
                return;
-       self.csqcmodel_predraw_run = framecount;
+       this.csqcmodel_predraw_run = framecount;
 
-       if(!self.modelindex || self.model == "null")
+       if(!this.modelindex || this.model == "null")
        {
-               self.drawmask = 0;
+               this.drawmask = 0;
                return;
        }
        else
-               self.drawmask = MASK_NORMAL;
+               this.drawmask = MASK_NORMAL;
 
-       if(self.isplayermodel) // this checks if it's a player MODEL!
+       if(this.isplayermodel) // this checks if it's a player MODEL!
        {
-               CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
-               CSQCPlayer_LOD_Apply();
+               CSQCPlayer_ModelAppearance_Apply(this, this.entnum == player_localnum + 1);
+               CSQCPlayer_LOD_Apply(this);
 
                if(!isplayer)
                {
-                       skeleton_loadinfo(self);
-                       bool doblend = (self.bone_upperbody >= 0);
-                       CSQCPlayer_FallbackFrame_Apply();
+                       skeleton_loadinfo(this);
+                       bool doblend = (this.bone_upperbody >= 0);
+                       CSQCPlayer_FallbackFrame_Apply(this);
                        if(doblend)
                        {
-                               skeleton_from_frames(self, self.csqcmodel_isdead);
+                               skeleton_from_frames(this, this.csqcmodel_isdead);
                        }
                        else
                        {
-                               free_skeleton_from_frames(self);
+                               free_skeleton_from_frames(this);
                                // just in case, clear these (we're animating in frame and frame3)
-                               self.lerpfrac = 0;
-                               self.lerpfrac4 = 0;
+                               this.lerpfrac = 0;
+                               this.lerpfrac4 = 0;
                        }
                }
                else
                {
                        // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
-                       skeleton_loadinfo(self);
-                       bool doblend = (self.bone_upperbody >= 0);
+                       skeleton_loadinfo(this);
+                       bool doblend = (this.bone_upperbody >= 0);
                        bool onground = 0;
-                       if(self == csqcplayer)
+                       if(this == csqcplayer)
                        {
-                               if(self.flags & FL_ONGROUND)
+                               if(IS_ONGROUND(this))
                                        onground = 1;
-                               self.anim_prev_pmove_flags = self.flags;
-                               if(self.flags & FL_DUCKED)
-                                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, false);
-                               else if(self.anim_state & ANIMSTATE_DUCK)
-                                       animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false);
+                               this.anim_prev_pmove_flags = this.flags;
+                               if(this.flags & FL_DUCKED)
+                                       animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
+                               else if(this.anim_state & ANIMSTATE_DUCK)
+                                       animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
                        }
                        else
                        {
-                               tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
+                               tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
                                if(trace_startsolid || trace_fraction < 1)
                                        onground = 1;
                        }
-                       animdecide_load_if_needed(self);
-                       animdecide_setimplicitstate(self, onground);
-                       animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
+                       animdecide_load_if_needed(this);
+                       animdecide_setimplicitstate(this, onground);
+                       animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
                        int sf = 0;
-                       if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
+                       if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
                                sf |= CSQCMODEL_PROPERTY_FRAME;
-                       if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
+                       if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
                                sf |= CSQCMODEL_PROPERTY_FRAME2;
-                       self.anim_saveframe = self.anim_frame;
-                       self.anim_saveframe1time = self.anim_frame1time;
-                       self.anim_saveframe2 = self.anim_frame2;
-                       self.anim_saveframe2time = self.anim_frame2time;
+                       this.anim_saveframe = this.anim_frame;
+                       this.anim_saveframe1time = this.anim_frame1time;
+                       this.anim_saveframe2 = this.anim_frame2;
+                       this.anim_saveframe2time = this.anim_frame2time;
                        // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
                        // This ensures that .frame etc. are always written.
-                       CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
-                       self.lerpfrac = (doblend ? 0.5 : 0);
-                       self.frame = self.anim_frame;
-                       self.frame1time = self.anim_frame1time;
-                       self.frame2 = self.anim_frame2;
-                       self.frame2time = self.anim_frame2time;
-                       CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
-                       CSQCModel_InterpolateAnimation_2To4_Do();
+                       CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
+                       this.lerpfrac = (doblend ? 0.5 : 0);
+                       this.frame = this.anim_frame;
+                       this.frame1time = this.anim_frame1time;
+                       this.frame2 = this.anim_frame2;
+                       this.frame2time = this.anim_frame2time;
+                       CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
+                       CSQCModel_InterpolateAnimation_2To4_Do(this);
                        if(doblend)
                        {
-                               skeleton_from_frames(self, self.csqcmodel_isdead);
+                               skeleton_from_frames(this, this.csqcmodel_isdead);
                        }
                        else
                        {
-                               free_skeleton_from_frames(self);
+                               free_skeleton_from_frames(this);
                                // just in case, clear these (we're animating in frame and frame3)
-                               self.lerpfrac = 0;
-                               self.lerpfrac4 = 0;
+                               this.lerpfrac = 0;
+                               this.lerpfrac4 = 0;
                        }
                }
        }
 
-       CSQCModel_AutoTagIndex_Apply();
+       CSQCModel_AutoTagIndex_Apply(this);
 
-       CSQCModel_Effects_Apply();
+       CSQCModel_Effects_Apply(this);
 }
 
-void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer)
-{SELFPARAM();
+void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
+{
        // interpolate v_angle
-       self.iflags |= IFLAG_V_ANGLE_X;
+       this.iflags |= IFLAG_V_ANGLE_X;
        // revert to values from server
-       CSQCModel_Effects_PreUpdate();
-       if(self.isplayermodel)
+       CSQCModel_Effects_PreUpdate(this);
+       if(this.isplayermodel)
        {
                if(!isplayer)
-                       CSQCPlayer_FallbackFrame_PreUpdate();
-               CSQCPlayer_ModelAppearance_PreUpdate();
+                       CSQCPlayer_FallbackFrame_PreUpdate(this);
+               CSQCPlayer_ModelAppearance_PreUpdate(this);
        }
 }
 
-void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer)
-{SELFPARAM();
+void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
+{
        // is it a player model? (shared state)
-       self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/" || (substring(self.model, 0, 16) == "models/monsters/" && (self.entnum >= 1 && self.entnum <= maxclients)));
+       this.isplayermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || (substring(this.model, 0, 16) == "models/monsters/" && (this.entnum >= 1 && this.entnum <= maxclients)));
 
        // save values set by server
-       if(self.isplayermodel)
+       if(this.isplayermodel)
        {
-               CSQCPlayer_ModelAppearance_PostUpdate();
+               CSQCPlayer_ModelAppearance_PostUpdate(this);
                if(isplayer)
-                       CSQCPlayer_AnimDecide_PostUpdate(isnew);
+                       CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
                else
-                       CSQCPlayer_FallbackFrame_PostUpdate(isnew);
+                       CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
        }
-       CSQCModel_Effects_PostUpdate();
+       CSQCModel_Effects_PostUpdate(this);
 }