+#include "csqcmodel_hooks.qh"
+#include "_all.qh"
+
+#include "gibs.qh"
+#include "player_skeleton.qh"
+#include "sortlist.qh"
+
+#include "weapons/projectile.qh"
+
+#include "../common/animdecide.qh"
+#include "../common/csqcmodel_settings.qh"
+#include "../common/teams.qh"
+
+#include "../csqcmodellib/cl_model.qh"
+#include "../csqcmodellib/cl_player.qh"
+#include "../csqcmodellib/interpolate.qh"
+
+#include "../warpzonelib/mathlib.qh"
+
+.float death_time;
+.int modelflags;
+
void CSQCModel_Hook_PreDraw(bool isplayer);
.bool isplayermodel;
if(self.csqcmodel_teleported)
Projectile_ResetTrail(self.origin);
}
-.bool snd_looping;
+.int snd_looping;
void CSQCModel_Effects_Apply(void)
{
int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
bool onground = 0;
if(self == csqcplayer)
{
- if(self.pmove_flags & PMF_ONGROUND)
+ if(self.flags & FL_ONGROUND)
onground = 1;
- self.anim_prev_pmove_flags = self.pmove_flags;
- if(self.pmove_flags & PMF_DUCKED)
+ 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);