float forceplayermodels_goodmodelindex;
.vector glowmod;
-.vector old_glowmod;
+.vector old_glowmod;
void CSQCPlayer_ModelAppearance_PreUpdate(void)
{
{
// FORCEMODEL
// which one is ALWAYS good?
- if not(forceplayermodels_goodmodel)
+ if (!forceplayermodels_goodmodel)
{
entity e;
e = spawn();
float isfriend;
float cm;
cm = self.forceplayermodels_savecolormap;
- cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+ cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
if(teamplay)
isfriend = (cm == 1024 + 17 * myteam);
// Fade out to black now...
if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
self.colormap = 0;
-
+
self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
self.glowmod_x = max(self.glowmod_x, 0.0001);
self.glowmod_y = max(self.glowmod_y, 0.0001);
}
// FEATURE: EF_NODRAW workalike
-float EF_BRIGHTFIELD = 1;
-float EF_BRIGHTLIGHT = 4;
-float EF_DIMLIGHT = 8;
-float EF_DOUBLESIDED = 32768;
-float EF_NOSELFSHADOW = 65536;
-float EF_DYNAMICMODELLIGHT = 131072;
-float EF_RESTARTANIM_BIT = 1048576;
-float EF_TELEPORT_BIT = 2097152;
-float MF_ROCKET = 1; // leave a trail
-float MF_GRENADE = 2; // leave a trail
-float MF_GIB = 4; // leave a trail
-float MF_ROTATE = 8; // rotate (bonus items)
-float MF_TRACER = 16; // green split trail
-float MF_ZOMGIB = 32; // small blood trail
-float MF_TRACER2 = 64; // orange split trail
-float MF_TRACER3 = 128; // purple trail
+const float EF_BRIGHTFIELD = 1;
+const float EF_BRIGHTLIGHT = 4;
+const float EF_DIMLIGHT = 8;
+const float EF_DOUBLESIDED = 32768;
+const float EF_NOSELFSHADOW = 65536;
+const float EF_DYNAMICMODELLIGHT = 131072;
+const float EF_RESTARTANIM_BIT = 1048576;
+const float EF_TELEPORT_BIT = 2097152;
+const float MF_ROCKET = 1; // leave a trail
+const float MF_GRENADE = 2; // leave a trail
+const float MF_GIB = 4; // leave a trail
+const float MF_ROTATE = 8; // rotate (bonus items)
+const float MF_TRACER = 16; // green split trail
+const float MF_ZOMGIB = 32; // small blood trail
+const float MF_TRACER2 = 64; // orange split trail
+const float MF_TRACER3 = 128; // purple trail
.float csqcmodel_effects;
.float csqcmodel_modelflags;
void CSQCModel_Effects_PreUpdate(void)
void CSQCModel_Effects_Apply(void)
{
float eff = self.csqcmodel_effects;
- eff &~= CSQCMODEL_EF_RESPAWNGHOST;
+ eff &= ~CSQCMODEL_EF_RESPAWNGHOST;
- self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
+ self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
self.effects = 0;
self.traileffect = 0;
-
+
if(eff & EF_BRIGHTFIELD)
self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
// ignoring EF_MUZZLEFLASH
if(self.isplayermodel) // this checks if it's a player MODEL!
{
- float islocalplayer = (self.entnum == player_localnum + 1);
- CSQCPlayer_ModelAppearance_Apply(islocalplayer);
+ CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_LOD_Apply();
if(!isplayer)
CSQCPlayer_FallbackFrame_Apply();