1 // define this if svqc code wants to use .frame2 and .lerpfrac
2 //#define CSQCMODEL_HAVE_TWO_FRAMES
4 // don't define this ever
5 //#define CSQCMODEL_SUPPORT_GETTAGINFO_BEFORE_DRAW
9 # define TAG_ENTITY_NAME tag_networkentity
10 # define TAG_ENTITY_TYPE float
11 .float tag_networkentity;
13 # define TAG_ENTITY_NAME tag_entity
14 # define TAG_ENTITY_TYPE entity
17 // add properties you want networked to CSQC here
18 #define CSQCMODEL_EXTRAPROPERTIES \
19 CSQCMODEL_PROPERTY(1, float, ReadShort, WriteShort, colormap) \
20 CSQCMODEL_PROPERTY(2, float, ReadInt24_t, WriteInt24_t, effects) \
21 CSQCMODEL_PROPERTY(4, float, ReadByte, WriteByte, modelflags) \
22 CSQCMODEL_PROPERTY_SCALED(8, float, ReadByte, WriteByte, alpha, 254, -1, 254) \
23 CSQCMODEL_PROPERTY(16, float, ReadByte, WriteByte, skin) \
24 CSQCMODEL_PROPERTY(32, float, ReadApproxPastTime, WriteApproxPastTime, death_time) \
25 CSQCMODEL_PROPERTY(64, float, ReadByte, WriteByte, solid) \
26 CSQCMODEL_IF(!isplayer) \
27 CSQCMODEL_PROPERTY(128, TAG_ENTITY_TYPE, ReadShort, WriteEntity, TAG_ENTITY_NAME) \
28 CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_x, 255, 0, 255) \
29 CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_y, 255, 0, 255) \
30 CSQCMODEL_PROPERTY_SCALED(256, float, ReadByte, WriteByte, glowmod_z, 255, 0, 255) \
32 CSQCMODEL_IF(isplayer) \
33 CSQCMODEL_PROPERTY(128, float, ReadByte, WriteByte, anim_state) \
34 CSQCMODEL_PROPERTY(128, float, ReadApproxPastTime, WriteApproxPastTime, anim_time) \
35 CSQCMODEL_IF(!islocalplayer) \
36 CSQCMODEL_PROPERTY(256, float, ReadChar, WriteChar, anim_lower_action) \
37 CSQCMODEL_PROPERTY(256, float, ReadApproxPastTime, WriteApproxPastTime, anim_lower_time) \
39 CSQCMODEL_PROPERTY(512, float, ReadChar, WriteChar, anim_upper_action) \
40 CSQCMODEL_PROPERTY(512, float, ReadApproxPastTime, WriteApproxPastTime, anim_upper_time) \
42 // TODO get rid of colormod/glowmod here, find good solution for nex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
44 // add hook function calls here
45 #define CSQCMODEL_HOOK_PREUPDATE \
46 CSQCModel_Hook_PreUpdate(isnew, isplayer, islocalplayer);
47 #define CSQCMODEL_HOOK_POSTUPDATE \
48 CSQCModel_Hook_PostUpdate(isnew, isplayer, islocalplayer);
49 #define CSQCMODEL_HOOK_PREDRAW \
50 CSQCModel_Hook_PreDraw(isplayer);
51 #define CSQCPLAYER_HOOK_POSTCAMERASETUP
53 // force updates of player entities that often even if unchanged
54 #define CSQCPLAYER_FORCE_UPDATES 0.25
57 //vector PL_MIN = ...;
58 //vector PL_MAX = ...;
59 //vector PL_VIEW_OFS = ...;
60 //vector PL_CROUCH_MIN = ...;
61 //vector PL_CROUCH_MAX = ...;
62 //vector PL_CROUCH_VIEW_OFS = ...;
65 # ifdef NO_LEGACY_NETWORKING
66 # define CSQCMODEL_AUTOINIT() CSQCModel_LinkEntity()
67 # define CSQCMODEL_AUTOUPDATE() CSQCModel_CheckUpdate()
70 float autocvar_sv_use_csqc_players;
71 # define CSQCMODEL_AUTOINIT() \
72 if(autocvar_sv_use_csqc_players) \
74 CSQCModel_LinkEntity(); \
75 self.iscsqcmodel = 1; \
79 # define CSQCMODEL_AUTOUPDATE() \
80 if(autocvar_sv_use_csqc_players && !self.iscsqcmodel) \
82 CSQCModel_LinkEntity(); \
83 self.iscsqcmodel = 1; \
85 if(!autocvar_sv_use_csqc_players && self.iscsqcmodel) \
87 CSQCModel_UnlinkEntity(); \
88 self.iscsqcmodel = 0; \
90 if(self.iscsqcmodel) \
91 CSQCModel_CheckUpdate()
95 #define CSQCMODEL_EF_RESPAWNGHOST EF_SELECTABLE