#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
+#include "../common/effects.qh"
#include "../common/teams.qh"
#include "../common/triggers/trigger/viewloc.qh"
self.traileffect = 0;
if(eff & EF_BRIGHTFIELD)
- self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
+ self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA);
// ignoring EF_MUZZLEFLASH
if(eff & EF_BRIGHTLIGHT)
adddynamiclight(self.origin, 400, '3 3 3');
if(eff & EF_FULLBRIGHT)
self.renderflags |= RF_FULLBRIGHT;
if(eff & EF_FLAME)
- pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ pointparticles(particleeffectnum(EFFECT_EF_FLAME), self.origin, '0 0 0', bound(0, frametime, 0.1));
if(eff & EF_STARDUST)
- pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ pointparticles(particleeffectnum(EFFECT_EF_STARDUST), self.origin, '0 0 0', bound(0, frametime, 0.1));
if(eff & EF_NOSHADOW)
self.renderflags |= RF_NOSHADOW;
if(eff & EF_NODEPTHTEST)
self.renderflags |= RF_DYNAMICMODELLIGHT;
// ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
if(self.csqcmodel_modelflags & MF_ROCKET)
- self.traileffect = particleeffectnum("TR_ROCKET");
+ self.traileffect = particleeffectnum(EFFECT_TR_ROCKET);
if(self.csqcmodel_modelflags & MF_GRENADE)
- self.traileffect = particleeffectnum("TR_GRENADE");
+ self.traileffect = particleeffectnum(EFFECT_TR_GRENADE);
if(self.csqcmodel_modelflags & MF_GIB)
- self.traileffect = particleeffectnum("TR_BLOOD");
+ self.traileffect = particleeffectnum(EFFECT_TR_BLOOD);
if(self.csqcmodel_modelflags & MF_ROTATE)
{
self.renderflags |= RF_USEAXIS;
makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
}
if(self.csqcmodel_modelflags & MF_TRACER)
- self.traileffect = particleeffectnum("TR_WIZSPIKE");
+ self.traileffect = particleeffectnum(EFFECT_TR_WIZSPIKE);
if(self.csqcmodel_modelflags & MF_ZOMGIB)
- self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
+ self.traileffect = particleeffectnum(EFFECT_TR_SLIGHTBLOOD);
if(self.csqcmodel_modelflags & MF_TRACER2)
- self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
+ self.traileffect = particleeffectnum(EFFECT_TR_KNIGHTSPIKE);
if(self.csqcmodel_modelflags & MF_TRACER3)
- self.traileffect = particleeffectnum("TR_VORESPIKE");
+ self.traileffect = particleeffectnum(EFFECT_TR_VORESPIKE);
if(self.drawmask)
Projectile_DrawTrail(self.origin);
{
CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_LOD_Apply();
+
if(!isplayer)
{
skeleton_loadinfo(self);
void CSQCModel_Hook_PostUpdate(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/");
+ 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)));
// save values set by server
if(self.isplayermodel)