//print(ftos(time), " -> ", ftos(e.frame), "\n");
}
-vector animfixfps(entity e, vector a)
-{
- // multi-frame anim: keep as-is
- if(a_y == 1)
- {
- float dur;
- dur = frameduration(e.modelindex, a_x);
- if(dur > 0)
- a_z = 1.0 / dur;
- }
- return a;
-}
-
/*
==================
SUB_Remove
*/
void SUB_VanishOrRemove (entity ent)
{
- if (ent.flags & FL_CLIENT)
+ if (IS_CLIENT(ent))
{
// vanish
ent.alpha = -1;
*/
void SUB_SetFade (entity ent, float when, float fadetime)
{
- //if (ent.flags & FL_CLIENT) // && ent.deadflag != DEAD_NO)
- // return;
- //ent.alpha = 1;
ent.fade_rate = 1/fadetime;
ent.think = SUB_SetFade_Think;
ent.nextthink = when;
// check whether antilagged traces are enabled
if (lag < 0.001)
lag = 0;
- if (clienttype(forent) != CLIENTTYPE_REAL)
+ if not(IS_REAL_CLIENT(forent))
lag = 0; // only antilag for clients
// change shooter to SOLID_BBOX so the shot can hit corpses