-#ifndef CSQCMODEL_SETTINGS_H
-#define CSQCMODEL_SETTINGS_H
+#pragma once
// define this if svqc code wants to use .frame2 and .lerpfrac
//#define CSQCMODEL_HAVE_TWO_FRAMES
CSQCMODEL_PROPERTY(BIT(11), int, ReadByte, WriteByte, traileffect) \
CSQCMODEL_PROPERTY_SCALED(BIT(12), float, ReadByte, WriteByte, scale, 16, 0, 255) \
CSQCMODEL_PROPERTY(BIT(13), int, ReadInt24_t, WriteInt24_t, dphitcontentsmask) \
- CSQCMODEL_PROPERTY(BIT(14), TAG_VIEWLOC_TYPE, ReadShort, WriteEntity, TAG_VIEWLOC_NAME)
-// TODO get rid of colormod/glowmod here, find good solution for vortex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
+ CSQCMODEL_PROPERTY(BIT(14), TAG_VIEWLOC_TYPE, ReadShort, WriteEntity, TAG_VIEWLOC_NAME) \
+ CSQCMODEL_PROPERTY(BIT(15), int, ReadByte, WriteByte, multijump_count) \
+ CSQCMODEL_PROPERTY(BIT(16), int, ReadByte, WriteByte, move_movetype)
+// TODO get rid of colormod/glowmod here; also get rid of some useless properties on non-players that only exist for CopyBody
// add hook function calls here
-#define CSQCMODEL_HOOK_PREUPDATE \
- CSQCModel_Hook_PreUpdate(isnew, isplayer, islocalplayer);
-#define CSQCMODEL_HOOK_POSTUPDATE \
- CSQCModel_Hook_PostUpdate(isnew, isplayer, islocalplayer);
-#define CSQCMODEL_HOOK_PREDRAW \
- CSQCModel_Hook_PreDraw(isplayer);
-#define CSQCPLAYER_HOOK_POSTCAMERASETUP \
- CSQCPlayer_SetViewLocation();
+#define CSQCPLAYER_HOOK_POSTCAMERASETUP() \
+ CSQCPlayer_SetViewLocation()
-// force updates of player entities that often even if unchanged
+// force updates of player entities this frequently (per second) even if unchanged
#ifndef CSQCPLAYER_FORCE_UPDATES
-#define CSQCPLAYER_FORCE_UPDATES 0.25
+#define CSQCPLAYER_FORCE_UPDATES 4
#endif
// mod must define:
#endif
#define CSQCMODEL_EF_RESPAWNGHOST EF_SELECTABLE
-#endif