#include "player_skeleton.qh"
#include "weapons/projectile.qh"
#include "../common/animdecide.qh"
-#include "../common/movetypes/movetypes.qh"
+#include "../common/physics/movetypes/movetypes.qh"
#include "../common/viewloc.qh"
#include "../lib/csqcmodel/cl_model.qh"
#include "../lib/csqcmodel/cl_player.qh"
if(autocvar_cl_forcemyplayercolors)
forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if(autocvar_cl_forceplayercolors && team_count == 2)
+ if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
forcecolor_enemy = 1024 + autocvar__cl_color;
if(forcecolor_enemy && !forcecolor_friend)
// player "pops in"
if(isnew)
{
-#define FIX_FRAMETIME(f,ft) do { \
+#define FIX_FRAMETIME(f,ft) MACRO_BEGIN { \
if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
self.ft = self.death_time; \
-} while(0)
+} MACRO_END
FIX_FRAMETIME(frame, frame1time);
FIX_FRAMETIME(frame2, frame2time);
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
}
void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
{SELFPARAM();
- self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+ self.csqcmodel_isdead = boolean(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
}
int CSQCPlayer_FallbackFrame(int f)
{SELFPARAM();