3 bool autocvar_cl_respawn_ghosts_keepcolors;
4 int autocvar_cl_playerdetailreduction;
5 int autocvar_cl_modeldetailreduction;
6 float autocvar_cl_loddistance1 = 768;
7 float autocvar_cl_loddistance2 = 2048;
8 bool autocvar_cl_forceplayermodels;
9 bool autocvar_cl_forceplayercolors;
10 bool autocvar_cl_forceuniqueplayercolors;
11 string autocvar_cl_forcemyplayermodel;
12 int autocvar_cl_forcemyplayerskin;
13 int autocvar_cl_forcemyplayercolors;
14 int autocvar__cl_color;
15 int autocvar__cl_playerskin;
16 string autocvar__cl_playermodel;
17 float autocvar_cl_deathglow;
18 float autocvar_cl_deathglow_min = 0.5;
19 float autocvar_cl_jetpack_attenuation = 2;
20 float autocvar_r_hdr_glowintensity;
22 // FEATURE: EF_NODRAW workalike
23 const int EF_BRIGHTFIELD = BIT(0);
24 const int EF_BRIGHTLIGHT = BIT(2);
25 const int EF_DIMLIGHT = BIT(3);
26 const int EF_DOUBLESIDED = BIT(15);
27 const int EF_NOSELFSHADOW = BIT(16);
28 const int EF_DYNAMICMODELLIGHT = BIT(17);
29 const int EF_RESTARTANIM_BIT = BIT(20);
30 const int EF_TELEPORT_BIT = BIT(21);
32 const int MF_ROCKET = BIT(0); // leave a trail
33 const int MF_GRENADE = BIT(1); // leave a trail
34 const int MF_GIB = BIT(2); // leave a trail
35 const int MF_ROTATE = BIT(3); // rotate (bonus items)
36 const int MF_TRACER = BIT(4); // green split trail
37 const int MF_ZOMGIB = BIT(5); // small blood trail
38 const int MF_TRACER2 = BIT(6); // orange split trail
39 const int MF_TRACER3 = BIT(7); // purple trail
41 .int csqcmodel_effects;
42 .int csqcmodel_modelflags;
43 .int csqcmodel_traileffect;
45 .bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead
49 void CSQCModel_Effects_Apply(entity this);
51 void CSQCModel_LOD_Apply(entity this, bool isplayer);
53 void CSQCModel_Hook_PreDraw(entity this, bool isplayer);