#include "common.qh"
#include <common/animdecide.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/util.qh>
#include <server/constants.qh>
#include <server/defs.qh>
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);
}