+#include "csqcmodel_hooks.qh"
#include "mutators/events.qh"
#include "player_skeleton.qh"
#include "weapons/projectile.qh"
}
int CSQCPlayer_FallbackFrame(entity this, int f)
{
+ TC(int, f);
if(frameduration(this.modelindex, f) > 0)
return f; // goooooood
if(frameduration(this.modelindex, 1) <= 0)
case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
}
- LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, this.model);
+ LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, this.model);
return f;
}
void CSQCPlayer_FallbackFrame_Apply(entity this)
// recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
if(this.tag_entity.classname == "csqcmodel")
{
- CSQCModel_Hook_PreDraw(this.tag_entity, (this.entnum >= 1 && this.entnum <= maxclients));
+ CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.entnum >= 1 && this.tag_entity.entnum <= maxclients));
}
if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
}
}
-// FEATURE: EF_NODRAW workalike
-const int EF_BRIGHTFIELD = BIT(0);
-const int EF_BRIGHTLIGHT = BIT(2);
-const int EF_DIMLIGHT = BIT(3);
-const int EF_DOUBLESIDED = BIT(15);
-const int EF_NOSELFSHADOW = BIT(16);
-const int EF_DYNAMICMODELLIGHT = BIT(17);
-const int EF_RESTARTANIM_BIT = BIT(20);
-const int EF_TELEPORT_BIT = BIT(21);
-const int MF_ROCKET = BIT(0); // leave a trail
-const int MF_GRENADE = BIT(1); // leave a trail
-const int MF_GIB = BIT(2); // leave a trail
-const int MF_ROTATE = BIT(3); // rotate (bonus items)
-const int MF_TRACER = BIT(4); // green split trail
-const int MF_ZOMGIB = BIT(5); // small blood trail
-const int MF_TRACER2 = BIT(6); // orange split trail
-const int MF_TRACER3 = BIT(7); // purple trail
-.int csqcmodel_effects;
-.int csqcmodel_modelflags;
-.int csqcmodel_traileffect;
void CSQCModel_Effects_PreUpdate(entity this)
{
this.effects = this.csqcmodel_effects;