* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
+#ifndef CL_MODEL_H
+#define CL_MODEL_H
-void CSQCModel_Read(float isnew);
+#include "common.qh"
+
+void CSQCModel_Read(bool isnew);
#define CSQCMODEL_IF(cond)
#define CSQCMODEL_ENDIF
// this is exported for custom frame animation code. Use with care.
// to update frames, first call this:
-void CSQCModel_InterpolateAnimation_2To4_PreNote(float sf);
-void CSQCModel_InterpolateAnimation_1To2_PreNote(float sf);
+void CSQCModel_InterpolateAnimation_2To4_PreNote(int sf);
+void CSQCModel_InterpolateAnimation_1To2_PreNote(int sf);
// then update frame, frame1time (and possibly frame2, frame2time, lerpfrac)
// if set_times is not set, caller is responsible for frame1time, frame2time, csqcmodel_lerpfractime!
-void CSQCModel_InterpolateAnimation_2To4_Note(float sf, float set_times);
-void CSQCModel_InterpolateAnimation_1To2_Note(float sf, float set_times);
+void CSQCModel_InterpolateAnimation_2To4_Note(int sf, float set_times);
+void CSQCModel_InterpolateAnimation_1To2_Note(int sf, float set_times);
// to retrieve animation state, call this
void CSQCModel_InterpolateAnimation_2To4_Do();
void CSQCModel_InterpolateAnimation_1To2_Do();
// will overwrite lerpfrac, lerpfrac3, lerpfrac4, and possibly clear frame*time if they are undisplayed according to lerpfracs
+#endif