#include "sv_model.qh"
#include "common.qh"
-#include <common/animdecide.qh>
-#include <common/constants.qh>
-#include <common/util.qh>
-#include <server/constants.qh>
-#include <server/defs.qh>
// generic CSQC model code
noref bool islocalplayer = (this == to);
noref bool isnolocalplayer = (isplayer && (this != to));
+ int psf = 0;
+ psf = BITSET(psf, ISPLAYER_CLIENT, isplayer);
+ psf = BITSET(psf, ISPLAYER_LOCAL, islocalplayer);
+ psf = BITSET(psf, ISPLAYER_PLAYER, IS_PLAYER(this));
+
WriteHeader(MSG_ENTITY, ENT_CLIENT_MODEL);
WriteInt24_t(MSG_ENTITY, sf);
- WriteByte(MSG_ENTITY, isplayer);
+ WriteByte(MSG_ENTITY, psf);
#define CSQCMODEL_IF(cond) if(cond) {
#define CSQCMODEL_ENDIF }
{ \
w(MSG_ENTITY, this.csqcmodel_##f); \
}
-#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) CSQCMODEL_PROPERTY(flag,t,r,w,f)
+#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
+ if(sf & flag) \
+ { \
+ w(MSG_ENTITY, this.csqcmodel_##f); \
+ }
ALLPROPERTIES
#undef CSQCMODEL_PROPERTY_SCALED
#undef CSQCMODEL_PROPERTY
void CSQCModel_CheckUpdate(entity e)
{
// some nice flags for CSQCMODEL_IF
- float isplayer = IS_CLIENT(e);
- float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
- float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
-
- unused_float = isplayer;
- unused_float = islocalplayer;
- unused_float = isnolocalplayer;
+ noref float isplayer = IS_CLIENT(e);
+ noref float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
+ noref float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
#if CSQCPLAYER_FORCE_UPDATES
if(isplayer && time > e.csqcmodel_nextforcedupdate)
void CSQCModel_LinkEntity(entity e)
{
- e.SendEntity = SendEntity_self;
- e.SendEntity3 = CSQCModel_Send;
+ setSendEntity(e, CSQCModel_Send);
e.SendFlags = 0xFFFFFF;
CSQCModel_CheckUpdate(e);
}
void CSQCModel_UnlinkEntity(entity e)
{
- e.SendEntity = func_null;
- e.SendEntity3 = func_null;
+ setSendEntity(e, func_null);
}