#include "autocvars.qh"
#include "csqcmodel_hooks.qh"
#include "miscfunctions.qh"
-#include "mutators/events.qh"
+#include <client/mutators/_mod.qh>
#include "player_skeleton.qh"
#include "weapons/projectile.qh"
#include <common/animdecide.qh>
.float death_time;
.int modelflags;
-void CSQCModel_Hook_PreDraw(entity this, bool isplayer);
-
.bool isplayermodel;
// FEATURE: LOD
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\n", this.forceplayermodels_savemodel);
+ LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
}
}
void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
}
int CSQCPlayer_FallbackFrame(entity this, int f)
{
- TC(int, f);
+ TC(int, f);
if(frameduration(this.modelindex, f) > 0)
return f; // goooooood
if(frameduration(this.modelindex, 1) <= 0)