1 #ifndef CSQCMODEL_SETTINGS_H
2 #define CSQCMODEL_SETTINGS_H
4 // define this if svqc code wants to use .frame2 and .lerpfrac
5 //#define CSQCMODEL_HAVE_TWO_FRAMES
7 // don't define this ever
8 //#define CSQCMODEL_SUPPORT_GETTAGINFO_BEFORE_DRAW
10 // server decides crouching, this lags, but so be it
11 //#define CSQCMODEL_SERVERSIDE_CROUCH
15 # define TAG_ENTITY_NAME tag_networkentity
16 # define TAG_ENTITY_TYPE float
17 .float tag_networkentity;
19 # define TAG_VIEWLOC_NAME tag_networkviewloc
20 # define TAG_VIEWLOC_TYPE int
21 .float tag_networkviewloc;
23 # define TAG_ENTITY_NAME tag_entity
24 # define TAG_ENTITY_TYPE entity
26 # define TAG_VIEWLOC_NAME viewloc
27 # define TAG_VIEWLOC_TYPE entity
33 // add properties you want networked to CSQC here
34 #define CSQCMODEL_EXTRAPROPERTIES \
35 CSQCMODEL_PROPERTY(BIT(0), int, ReadShort, WriteShort, colormap) \
36 CSQCMODEL_PROPERTY(BIT(1), int, ReadInt24_t, WriteInt24_t, effects) \
37 CSQCMODEL_PROPERTY(BIT(2), int, ReadByte, WriteByte, modelflags) \
38 CSQCMODEL_PROPERTY_SCALED(BIT(3), float, ReadByte, WriteByte, alpha, 254, -1, 254) \
39 CSQCMODEL_PROPERTY(BIT(4), int, ReadByte, WriteByte, skin) \
40 CSQCMODEL_PROPERTY(BIT(5), float, ReadApproxPastTime, WriteApproxPastTime, death_time) \
41 CSQCMODEL_PROPERTY(BIT(6), float, ReadByte, WriteByte, solid) \
42 CSQCMODEL_IF(!isplayer) \
43 CSQCMODEL_PROPERTY(BIT(7), TAG_ENTITY_TYPE, ReadShort, WriteEntity, TAG_ENTITY_NAME) \
44 CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, glowmod_x, 254, -1, 254) \
45 CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, glowmod_y, 254, -1, 254) \
46 CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, glowmod_z, 254, -1, 254) \
47 CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, colormod_x, 254, -1, 254) \
48 CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, colormod_y, 254, -1, 254) \
49 CSQCMODEL_PROPERTY_SCALED(BIT(8), float, ReadByte, WriteByte, colormod_z, 254, -1, 254) \
51 CSQCMODEL_IF(isplayer) \
52 CSQCMODEL_PROPERTY(BIT(7), int, ReadByte, WriteByte, anim_state) \
53 CSQCMODEL_PROPERTY(BIT(7), float, ReadApproxPastTime, WriteApproxPastTime, anim_time) \
54 CSQCMODEL_IF(!islocalplayer) \
55 CSQCMODEL_PROPERTY(BIT(8), float, ReadChar, WriteChar, anim_lower_action) \
56 CSQCMODEL_PROPERTY(BIT(8), float, ReadApproxPastTime, WriteApproxPastTime, anim_lower_time) \
58 CSQCMODEL_PROPERTY(BIT(9), float, ReadChar, WriteChar, anim_upper_action) \
59 CSQCMODEL_PROPERTY(BIT(9), float, ReadApproxPastTime, WriteApproxPastTime, anim_upper_time) \
61 CSQCMODEL_PROPERTY(BIT(10), float, ReadAngle, WriteAngle, v_angle_x) \
62 CSQCMODEL_PROPERTY(BIT(11), int, ReadByte, WriteByte, traileffect) \
63 CSQCMODEL_PROPERTY_SCALED(BIT(12), float, ReadByte, WriteByte, scale, 16, 0, 255) \
64 CSQCMODEL_PROPERTY(BIT(13), int, ReadInt24_t, WriteInt24_t, dphitcontentsmask) \
65 CSQCMODEL_PROPERTY(BIT(14), TAG_VIEWLOC_TYPE, ReadShort, WriteEntity, TAG_VIEWLOC_NAME)
66 // TODO get rid of colormod/glowmod here, find good solution for vortex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
68 // add hook function calls here
69 #define CSQCMODEL_HOOK_PREUPDATE \
70 CSQCModel_Hook_PreUpdate(isnew, isplayer, islocalplayer);
71 #define CSQCMODEL_HOOK_POSTUPDATE \
72 CSQCModel_Hook_PostUpdate(isnew, isplayer, islocalplayer);
73 #define CSQCMODEL_HOOK_PREDRAW \
74 CSQCModel_Hook_PreDraw(isplayer);
75 #define CSQCPLAYER_HOOK_POSTCAMERASETUP() \
76 CSQCPlayer_SetViewLocation()
78 // force updates of player entities that often even if unchanged
79 #ifndef CSQCPLAYER_FORCE_UPDATES
80 #define CSQCPLAYER_FORCE_UPDATES 0.25
84 //vector PL_MIN = ...;
85 //vector PL_MAX = ...;
86 //vector PL_VIEW_OFS = ...;
87 //vector PL_CROUCH_MIN = ...;
88 //vector PL_CROUCH_MAX = ...;
89 //vector PL_CROUCH_VIEW_OFS = ...;
92 # define CSQCMODEL_AUTOINIT(e) CSQCModel_LinkEntity(e)
93 # define CSQCMODEL_AUTOUPDATE(e) CSQCModel_CheckUpdate(e)
96 #define CSQCMODEL_EF_RESPAWNGHOST EF_SELECTABLE