float CSQCModel_Send(entity to, float sf)
{
// some nice flags for CSQCMODEL_IF
- float isplayer = (self.flags & FL_CLIENT);
+ float isplayer = (IS_CLIENT(self));
float islocalplayer = (self == to);
float isnolocalplayer = (isplayer && (self != to));
+ unused_float = isplayer;
+ unused_float = islocalplayer;
+ unused_float = isnolocalplayer;
+
WriteByte(MSG_ENTITY, ENT_CLIENT_MODEL);
WriteShort(MSG_ENTITY, sf);
void CSQCModel_CheckUpdate()
{
// some nice flags for CSQCMODEL_IF
- float isplayer = (self.flags & FL_CLIENT);
+ float isplayer = (IS_CLIENT(self));
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;
+
#ifdef CSQCPLAYER_FORCE_UPDATES
if(isplayer && time > self.csqcmodel_nextforcedupdate)
{
if(self.effects & EF_RESTARTANIM_BIT)
{
self.SendFlags |= CSQCMODEL_PROPERTY_FRAME | CSQCMODEL_PROPERTY_FRAME2; // full anim resend please
- self.effects &~= EF_RESTARTANIM_BIT;
+ self.effects &= ~EF_RESTARTANIM_BIT;
}
if(self.effects & EF_TELEPORT_BIT)
{
self.SendFlags |= CSQCMODEL_PROPERTY_TELEPORTED; // no interpolation please
- self.effects &~= EF_TELEPORT_BIT;
+ self.effects &= ~EF_TELEPORT_BIT;
}
#define CSQCMODEL_IF(cond) if(cond) {