-void CSQCModel_Hook_PreDraw(float isplayer);
+#include "mutators/events.qh"
+#include "player_skeleton.qh"
+#include "weapons/projectile.qh"
+#include "../common/animdecide.qh"
+#include "../common/movetypes/movetypes.qh"
+#include "../common/viewloc.qh"
+#include "../lib/csqcmodel/cl_model.qh"
+#include "../lib/csqcmodel/cl_player.qh"
+#include "../lib/csqcmodel/interpolate.qh"
-.float isplayermodel;
+.float death_time;
+.int modelflags;
+
+void CSQCModel_Hook_PreDraw(bool isplayer);
+
+.bool isplayermodel;
// FEATURE: LOD
-.float lodmodelindex0;
-.float lodmodelindex1;
-.float lodmodelindex2;
+.int lodmodelindex0;
+.int lodmodelindex1;
+.int lodmodelindex2;
void CSQCPlayer_LOD_Apply(void)
-{
+{SELFPARAM();
// LOD model loading
if(self.lodmodelindex0 != self.modelindex)
{
if(fexists(s))
{
precache_model(s);
- setmodel(self, s);
+ _setmodel(self, s);
if(self.modelindex)
self.lodmodelindex1 = self.modelindex;
}
if(fexists(s))
{
precache_model(s);
- setmodel(self, s);
+ _setmodel(self, s);
if(self.modelindex)
self.lodmodelindex2 = self.modelindex;
}
- setmodel(self, modelname); // make everything normal again
+ _setmodel(self, modelname); // make everything normal again
setsize(self, mi, ma);
}
// FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
string forceplayermodels_model;
-float forceplayermodels_modelisgoodmodel;
-float forceplayermodels_modelindex;
-float forceplayermodels_skin;
+bool forceplayermodels_modelisgoodmodel;
+int forceplayermodels_modelindex;
+int forceplayermodels_skin;
string forceplayermodels_mymodel;
-float forceplayermodels_myisgoodmodel;
-float forceplayermodels_mymodelindex;
+bool forceplayermodels_myisgoodmodel;
+int forceplayermodels_mymodelindex;
-float forceplayermodels_attempted;
+bool forceplayermodels_attempted;
.string forceplayermodels_savemodel;
-.float forceplayermodels_savemodelindex;
-.float forceplayermodels_saveskin;
-.float forceplayermodels_savecolormap;
+.int forceplayermodels_savemodelindex;
+.int forceplayermodels_saveskin;
+.int forceplayermodels_savecolormap;
.string forceplayermodels_isgoodmodel_mdl;
-.float forceplayermodels_isgoodmodel;
+.bool forceplayermodels_isgoodmodel;
string forceplayermodels_goodmodel;
-float forceplayermodels_goodmodelindex;
+int forceplayermodels_goodmodelindex;
.vector glowmod;
.vector old_glowmod;
void CSQCPlayer_ModelAppearance_PreUpdate(void)
-{
+{SELFPARAM();
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
self.colormap = self.forceplayermodels_savecolormap;
}
void CSQCPlayer_ModelAppearance_PostUpdate(void)
-{
+{SELFPARAM();
self.forceplayermodels_savemodel = self.model;
self.forceplayermodels_savemodelindex = self.modelindex;
self.forceplayermodels_saveskin = self.skin;
self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
if(!self.forceplayermodels_isgoodmodel)
- printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
+ LOG_INFOF("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
}
}
-void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
-{
+void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
+{SELFPARAM();
// FORCEMODEL
// which one is ALWAYS good?
if (!forceplayermodels_goodmodel)
entity e;
e = spawn();
precache_model(cvar_defstring("_cl_playermodel"));
- setmodel(e, cvar_defstring("_cl_playermodel"));
+ _setmodel(e, cvar_defstring("_cl_playermodel"));
forceplayermodels_goodmodel = e.model;
forceplayermodels_goodmodelindex = e.modelindex;
remove(e);
// only if this failed, find it out on our own
entity e;
e = spawn();
- setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
+ _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
forceplayermodels_modelisgoodmodel = fexists(e.model);
forceplayermodels_model = e.model;
forceplayermodels_modelindex = e.modelindex;
{
entity e;
e = spawn();
- setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
+ _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
forceplayermodels_myisgoodmodel = fexists(e.model);
forceplayermodels_mymodel = e.model;
forceplayermodels_mymodelindex = e.modelindex;
}
// apply it
- float isfriend;
- float cm;
+ bool isfriend;
+ int cm;
cm = self.forceplayermodels_savecolormap;
cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
if(teamplay)
{
// own team's color is never forced
- float forcecolor_friend = 0;
- float forcecolor_enemy = 0;
+ int forcecolor_friend = 0;
+ int forcecolor_enemy = 0;
entity tm;
if(autocvar_cl_forcemyplayercolors)
// GLOWMOD AND DEATH FADING
if(self.colormap > 0)
- self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, true) * 2;
else
self.glowmod = '1 1 1';
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);
- self.glowmod_z = max(self.glowmod_z, 0.0001);
+ self.glowmod_x = max(self.glowmod.x, 0.0001);
+ self.glowmod_y = max(self.glowmod.y, 0.0001);
+ self.glowmod_z = max(self.glowmod.z, 0.0001);
}
else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
}
}
// FEATURE: fallback frames
-.float csqcmodel_saveframe;
-.float csqcmodel_saveframe2;
+.int csqcmodel_saveframe;
+.int csqcmodel_saveframe2;
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
-.float csqcmodel_saveframe3;
-.float csqcmodel_saveframe4;
+.int csqcmodel_saveframe3;
+.int csqcmodel_saveframe4;
#endif
-.float csqcmodel_framecount;
+.int csqcmodel_framecount;
#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
void CSQCPlayer_FallbackFrame_PreUpdate(void)
-{
+{SELFPARAM();
self.frame = self.csqcmodel_saveframe;
self.frame2 = self.csqcmodel_saveframe2;
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.frame4 = self.csqcmodel_saveframe4;
#endif
}
-void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
-{
+void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
+{SELFPARAM();
self.csqcmodel_saveframe = self.frame;
self.csqcmodel_saveframe2 = self.frame2;
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
// player "pops in"
if(isnew)
{
-#define FIX_FRAMETIME(f,ft) \
- if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
- { \
- self.ft = self.death_time; \
- }
- FIX_FRAMETIME(frame, frame1time)
- FIX_FRAMETIME(frame2, frame2time)
+#define FIX_FRAMETIME(f,ft) do { \
+ if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
+ self.ft = self.death_time; \
+} while(0)
+ FIX_FRAMETIME(frame, frame1time);
+ FIX_FRAMETIME(frame2, frame2time);
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
- FIX_FRAMETIME(frame3, frame3time)
- FIX_FRAMETIME(frame4, frame4time)
+ FIX_FRAMETIME(frame3, frame3time);
+ FIX_FRAMETIME(frame4, frame4time);
#endif
}
self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
}
-void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
-{
+void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
+{SELFPARAM();
self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
}
-float CSQCPlayer_FallbackFrame(float f)
-{
+int CSQCPlayer_FallbackFrame(int f)
+{SELFPARAM();
if(frameduration(self.modelindex, f) > 0)
return f; // goooooood
if(frameduration(self.modelindex, 1) <= 0)
case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
}
- printf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
+ LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
return f;
}
void CSQCPlayer_FallbackFrame_Apply(void)
-{
+{SELFPARAM();
self.frame = CSQCPlayer_FallbackFrame(self.frame);
self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
// FEATURE: auto tag_index
.entity tag_entity;
-.float tag_entity_lastmodelindex;
-.float tag_index;
+.int tag_entity_lastmodelindex;
+.int tag_index;
void CSQCModel_AutoTagIndex_Apply(void)
-{
+{SELFPARAM();
if(self.tag_entity && wasfreed(self.tag_entity))
self.tag_entity = world;
+ viewloc_SetTags();
+
+ MUTATOR_CALLHOOK(TagIndex_Update, self);
+
if(self.tag_networkentity)
{
// we are ATTACHED!
- float changed = 0;
+ bool changed = 0;
if(self.tag_entity.entnum != self.tag_networkentity)
{
self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
// recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
if(self.tag_entity.classname == "csqcmodel")
{
- entity oldself = self;
- self = self.tag_entity;
- CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
- self = oldself;
+ WITH(entity, self, self.tag_entity, CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients)));
}
if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
if(self.tag_entity)
{
// the best part is: IT EXISTS
- if(substring(self.model, 0, 17) == "models/weapons/v_")
+ if(substring(self.model, 0, 14) == "models/weapons")
{
- if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
+ if(substring(self.tag_entity.model, 0, 14) == "models/weapons")
{
self.tag_index = gettagindex(self.tag_entity, "weapon");
if(!self.tag_index)
// we need to prevent this from 'appening
self.tag_entity = world;
self.drawmask = 0;
- dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
+ LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it\n");
}
}
else if(self.tag_entity.isplayermodel)
}
}
- if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
+ if(substring(self.tag_entity.model, 0, 14) == "models/weapons")
{
self.tag_index = gettagindex(self.tag_entity, "shot");
if(!self.tag_index)
self.tag_index = gettagindex(self.tag_entity, "tag_shot");
}
+
+ MUTATOR_CALLHOOK(TagIndex_Apply, self);
}
else
{
}
// FEATURE: EF_NODRAW workalike
-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;
+const int EF_BRIGHTFIELD = 1;
+const int EF_BRIGHTLIGHT = 4;
+const int EF_DIMLIGHT = 8;
+const int EF_DOUBLESIDED = 32768;
+const int EF_NOSELFSHADOW = 65536;
+const int EF_DYNAMICMODELLIGHT = 131072;
+const int EF_RESTARTANIM_BIT = 1048576;
+const int EF_TELEPORT_BIT = 2097152;
+const int MF_ROCKET = 1; // leave a trail
+const int MF_GRENADE = 2; // leave a trail
+const int MF_GIB = 4; // leave a trail
+const int MF_ROTATE = 8; // rotate (bonus items)
+const int MF_TRACER = 16; // green split trail
+const int MF_ZOMGIB = 32; // small blood trail
+const int MF_TRACER2 = 64; // orange split trail
+const int MF_TRACER3 = 128; // purple trail
+.int csqcmodel_effects;
+.int csqcmodel_modelflags;
+.int csqcmodel_traileffect;
void CSQCModel_Effects_PreUpdate(void)
-{
+{SELFPARAM();
self.effects = self.csqcmodel_effects;
self.modelflags = self.csqcmodel_modelflags;
+ self.traileffect = self.csqcmodel_traileffect;
}
void Reset_ArcBeam(void);
void CSQCModel_Effects_PostUpdate(void)
-{
+{SELFPARAM();
if (self == csqcplayer) {
if (self.csqcmodel_teleported) {
Reset_ArcBeam();
}
self.csqcmodel_effects = self.effects;
self.csqcmodel_modelflags = self.modelflags;
+ self.csqcmodel_traileffect = self.traileffect;
self.effects = 0;
self.modelflags = 0;
if(self.csqcmodel_teleported)
- Projectile_ResetTrail(self.origin);
+ Projectile_ResetTrail(self, self.origin);
}
-.float snd_looping;
+.int snd_looping;
void CSQCModel_Effects_Apply(void)
-{
- float eff = self.csqcmodel_effects;
- eff &= ~CSQCMODEL_EF_RESPAWNGHOST;
+{SELFPARAM();
+ int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
+ int tref = self.csqcmodel_traileffect;
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");
+ tref = EFFECT_TR_NEXUIZPLASMA.m_id;
// ignoring EF_MUZZLEFLASH
if(eff & EF_BRIGHTLIGHT)
adddynamiclight(self.origin, 400, '3 3 3');
if(eff & EF_FULLBRIGHT)
self.renderflags |= RF_FULLBRIGHT;
if(eff & EF_FLAME)
- pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ pointparticles(particleeffectnum(EFFECT_EF_FLAME), self.origin, '0 0 0', bound(0, frametime, 0.1));
if(eff & EF_STARDUST)
- pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ pointparticles(particleeffectnum(EFFECT_EF_STARDUST), self.origin, '0 0 0', bound(0, frametime, 0.1));
if(eff & EF_NOSHADOW)
self.renderflags |= RF_NOSHADOW;
if(eff & EF_NODEPTHTEST)
self.renderflags |= RF_DYNAMICMODELLIGHT;
// ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
if(self.csqcmodel_modelflags & MF_ROCKET)
- self.traileffect = particleeffectnum("TR_ROCKET");
+ tref = EFFECT_TR_ROCKET.m_id;
if(self.csqcmodel_modelflags & MF_GRENADE)
- self.traileffect = particleeffectnum("TR_GRENADE");
+ tref = EFFECT_TR_GRENADE.m_id;
if(self.csqcmodel_modelflags & MF_GIB)
- self.traileffect = particleeffectnum("TR_BLOOD");
+ tref = EFFECT_TR_BLOOD.m_id;
if(self.csqcmodel_modelflags & MF_ROTATE)
{
self.renderflags |= RF_USEAXIS;
makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
}
if(self.csqcmodel_modelflags & MF_TRACER)
- self.traileffect = particleeffectnum("TR_WIZSPIKE");
+ tref = EFFECT_TR_WIZSPIKE.m_id;
if(self.csqcmodel_modelflags & MF_ZOMGIB)
- self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
+ tref = EFFECT_TR_SLIGHTBLOOD.m_id;
if(self.csqcmodel_modelflags & MF_TRACER2)
- self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
+ tref = EFFECT_TR_KNIGHTSPIKE.m_id;
if(self.csqcmodel_modelflags & MF_TRACER3)
- self.traileffect = particleeffectnum("TR_VORESPIKE");
+ tref = EFFECT_TR_VORESPIKE.m_id;
+
+ self.traileffect = tref;
if(self.drawmask)
- Projectile_DrawTrail(self.origin);
+ Projectile_DrawTrail(self, self.origin);
else
- Projectile_ResetTrail(self.origin);
+ Projectile_ResetTrail(self, self.origin);
if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
self.renderflags |= RF_ADDITIVE;
{
if(!self.snd_looping)
{
- sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+ sound(self, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_g_jetpack_attenuation);
self.snd_looping = CH_TRIGGER_SINGLE;
}
}
{
if(self.snd_looping)
{
- sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+ sound(self, self.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation);
self.snd_looping = 0;
}
}
}
-void CSQCPlayer_Precache()
-{
- precache_sound("misc/jetpack_fly.wav");
-}
-
// general functions
-.float csqcmodel_predraw_run;
-.float anim_frame;
-.float anim_frame1time;
-.float anim_frame2;
-.float anim_frame2time;
-.float anim_saveframe;
-.float anim_saveframe1time;
-.float anim_saveframe2;
-.float anim_saveframe2time;
-.float anim_prev_pmove_flags;
-void CSQCModel_Hook_PreDraw(float isplayer)
-{
+.int csqcmodel_predraw_run;
+.int anim_frame;
+.int anim_frame1time;
+.int anim_frame2;
+.int anim_frame2time;
+.int anim_saveframe;
+.int anim_saveframe1time;
+.int anim_saveframe2;
+.int anim_saveframe2time;
+.int anim_prev_pmove_flags;
+void CSQCModel_Hook_PreDraw(bool isplayer)
+{SELFPARAM();
if(self.csqcmodel_predraw_run == framecount)
return;
self.csqcmodel_predraw_run = framecount;
{
CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_LOD_Apply();
+
if(!isplayer)
{
skeleton_loadinfo(self);
- float doblend = (self.bone_upperbody >= 0);
+ bool doblend = (self.bone_upperbody >= 0);
CSQCPlayer_FallbackFrame_Apply();
if(doblend)
{
{
// we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
skeleton_loadinfo(self);
- float doblend = (self.bone_upperbody >= 0);
- float onground = 0;
+ bool doblend = (self.bone_upperbody >= 0);
+ bool onground = 0;
if(self == csqcplayer)
{
- if(self.pmove_flags & PMF_ONGROUND)
+ if(self.flags & FL_ONGROUND)
onground = 1;
- self.anim_prev_pmove_flags = self.pmove_flags;
- if(self.pmove_flags & PMF_DUCKED)
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
+ self.anim_prev_pmove_flags = self.flags;
+ if(self.flags & FL_DUCKED)
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, false);
else if(self.anim_state & ANIMSTATE_DUCK)
- animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
+ animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false);
}
else
{
if(trace_startsolid || trace_fraction < 1)
onground = 1;
}
- animdecide_init(self);
+ animdecide_load_if_needed(self);
animdecide_setimplicitstate(self, onground);
animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
- float sf = 0;
+ int sf = 0;
if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
sf |= CSQCMODEL_PROPERTY_FRAME;
if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
self.anim_saveframe1time = self.anim_frame1time;
self.anim_saveframe2 = self.anim_frame2;
self.anim_saveframe2time = self.anim_frame2time;
- if(sf)
- {
- CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
- self.lerpfrac = (doblend ? 0.5 : 0);
- self.frame = self.anim_frame;
- self.frame1time = self.anim_frame1time;
- self.frame2 = self.anim_frame2;
- self.frame2time = self.anim_frame2time;
- CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
- }
+ // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
+ // This ensures that .frame etc. are always written.
+ CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
+ self.lerpfrac = (doblend ? 0.5 : 0);
+ self.frame = self.anim_frame;
+ self.frame1time = self.anim_frame1time;
+ self.frame2 = self.anim_frame2;
+ self.frame2time = self.anim_frame2time;
+ CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
CSQCModel_InterpolateAnimation_2To4_Do();
if(doblend)
{
CSQCModel_Effects_Apply();
}
-void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
-{
+void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer)
+{SELFPARAM();
// interpolate v_angle
self.iflags |= IFLAG_V_ANGLE_X;
// revert to values from server
}
}
-void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
-{
+void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer)
+{SELFPARAM();
// is it a player model? (shared state)
- self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
+ self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/" || (substring(self.model, 0, 16) == "models/monsters/" && (self.entnum >= 1 && self.entnum <= maxclients)));
// save values set by server
if(self.isplayermodel)