#pragma once bool autocvar_cl_respawn_ghosts_keepcolors; int autocvar_cl_playerdetailreduction; int autocvar_cl_modeldetailreduction; float autocvar_cl_loddistance1 = 768; float autocvar_cl_loddistance2 = 2048; bool autocvar_cl_forceplayermodels; bool autocvar_cl_forceplayercolors; bool autocvar_cl_forceuniqueplayercolors; string autocvar_cl_forcemyplayermodel; int autocvar_cl_forcemyplayerskin; int autocvar_cl_forcemyplayercolors; int autocvar__cl_color; int autocvar__cl_playerskin; string autocvar__cl_playermodel; float autocvar_cl_deathglow; float autocvar_cl_deathglow_min = 0.5; float autocvar_cl_jetpack_attenuation = 2; float autocvar_r_hdr_glowintensity; // FEATURE: EF_NODRAW workalike const int EF_BRIGHTFIELD = BIT(0); const int EF_BRIGHTLIGHT = BIT(2); const int EF_DIMLIGHT = BIT(3); const int EF_DOUBLESIDED = BIT(15); const int EF_NOSELFSHADOW = BIT(16); const int EF_DYNAMICMODELLIGHT = BIT(17); const int EF_RESTARTANIM_BIT = BIT(20); const int EF_TELEPORT_BIT = BIT(21); const int MF_ROCKET = BIT(0); // leave a trail const int MF_GRENADE = BIT(1); // leave a trail const int MF_GIB = BIT(2); // leave a trail const int MF_ROTATE = BIT(3); // rotate (bonus items) const int MF_TRACER = BIT(4); // green split trail const int MF_ZOMGIB = BIT(5); // small blood trail const int MF_TRACER2 = BIT(6); // orange split trail const int MF_TRACER3 = BIT(7); // purple trail .int csqcmodel_effects; .int csqcmodel_modelflags; .int csqcmodel_traileffect; .bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead .int isplayermodel; void CSQCModel_Effects_Apply(entity this); void CSQCModel_LOD_Apply(entity this, bool isplayer); void CSQCModel_Hook_PreDraw(entity this, bool isplayer);