#include "../common/animdecide.qh"
void CopyBody_Think(void)
-{
+{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
self.CopyBody_think();
self.CopyBody_think = self.think;
self.think = CopyBody_Think;
}
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.nextthink = time;
}
void CopyBody(float keepvelocity)
-{
+{SELFPARAM();
entity oldself;
if (self.effects & EF_NODRAW)
return;
if(self.colormap <= maxclients && self.colormap > 0)
self.colormap = 1024 + oldself.clientcolors;
- CSQCMODEL_AUTOINIT();
+ CSQCMODEL_AUTOINIT(self);
self.CopyBody_nextthink = oldself.nextthink;
self.CopyBody_think = oldself.think;
self.nextthink = time;
}
float player_getspecies()
-{
+{SELFPARAM();
float s;
get_model_parameters(self.model, self.skin);
s = get_model_parameters_species;
}
void player_setupanimsformodel()
-{
+{SELFPARAM();
// load animation info
animdecide_load_if_needed(self);
animdecide_setstate(self, 0, false);
}
void player_anim (void)
-{
+{SELFPARAM();
int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
if (!deadbits) {
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
}
void calculate_player_respawn_time()
-{
+{SELFPARAM();
if(g_ca)
return;
}
void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float take, save, dh, da;
int j;
vector v;
}
void ClearPlayerSounds()
-{
+{SELFPARAM();
#define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
ALLPLAYERSOUNDS
ALLVOICEMSGS
}
float LoadPlayerSounds(string f, float first)
-{
+{SELFPARAM();
float fh;
string s;
var .string field;
}
void UpdatePlayerSounds()
-{
+{SELFPARAM();
if(self.modelindex == self.modelindex_for_playersound)
if(self.skin == self.skin_for_playersound)
return;
}
void FakeGlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
float n;
float tauntrand;
}
void GlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
float n;
float tauntrand;
}
void PlayerSound(.string samplefield, float chan, float voicetype)
-{
+{SELFPARAM();
GlobalSound(self.(samplefield), chan, voicetype);
}
void VoiceMessage(string type, string msg)
-{
+{SELFPARAM();
var .string sample;
float voicetype, ownteam;
float flood;