.int lodmodelindex0;
.int lodmodelindex1;
.int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(void)
+void CSQCPlayer_LOD_Apply()
{SELFPARAM();
// LOD model loading
if(self.lodmodelindex0 != self.modelindex)
.vector glowmod;
.vector old_glowmod;
-void CSQCPlayer_ModelAppearance_PreUpdate(void)
+void CSQCPlayer_ModelAppearance_PreUpdate()
{SELFPARAM();
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
self.colormap = self.forceplayermodels_savecolormap;
}
-void CSQCPlayer_ModelAppearance_PostUpdate(void)
+void CSQCPlayer_ModelAppearance_PostUpdate()
{SELFPARAM();
self.forceplayermodels_savemodel = self.model;
self.forceplayermodels_savemodelindex = self.modelindex;
// which one is ALWAYS good?
if (!forceplayermodels_goodmodel)
{
- entity e;
- e = spawn();
+ entity e = spawn();
precache_model(cvar_defstring("_cl_playermodel"));
_setmodel(e, cvar_defstring("_cl_playermodel"));
forceplayermodels_goodmodel = e.model;
forceplayermodels_attempted = 1;
// only if this failed, find it out on our own
- entity e;
- e = spawn();
+ entity e = spawn();
_setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
forceplayermodels_modelisgoodmodel = fexists(e.model);
forceplayermodels_model = e.model;
if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
{
- entity e;
- e = spawn();
+ entity e = spawn();
_setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
forceplayermodels_myisgoodmodel = fexists(e.model);
forceplayermodels_mymodel = e.model;
.int csqcmodel_framecount;
#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
-void CSQCPlayer_FallbackFrame_PreUpdate(void)
+void CSQCPlayer_FallbackFrame_PreUpdate()
{SELFPARAM();
self.frame = self.csqcmodel_saveframe;
self.frame2 = self.csqcmodel_saveframe2;
LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
return f;
}
-void CSQCPlayer_FallbackFrame_Apply(void)
+void CSQCPlayer_FallbackFrame_Apply()
{SELFPARAM();
self.frame = CSQCPlayer_FallbackFrame(self.frame);
self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
.entity tag_entity;
.int tag_entity_lastmodelindex;
.int tag_index;
-void CSQCModel_AutoTagIndex_Apply(void)
+void CSQCModel_AutoTagIndex_Apply()
{SELFPARAM();
if(self.tag_entity && wasfreed(self.tag_entity))
self.tag_entity = world;
}
// FEATURE: EF_NODRAW workalike
-const int EF_BRIGHTFIELD = 1;
-const int EF_BRIGHTLIGHT = 4;
-const int EF_DIMLIGHT = 8;
-const int EF_DOUBLESIDED = 32768;
-const int EF_NOSELFSHADOW = 65536;
-const int EF_DYNAMICMODELLIGHT = 131072;
-const int EF_RESTARTANIM_BIT = 1048576;
-const int EF_TELEPORT_BIT = 2097152;
-const int MF_ROCKET = 1; // leave a trail
-const int MF_GRENADE = 2; // leave a trail
-const int MF_GIB = 4; // leave a trail
-const int MF_ROTATE = 8; // rotate (bonus items)
-const int MF_TRACER = 16; // green split trail
-const int MF_ZOMGIB = 32; // small blood trail
-const int MF_TRACER2 = 64; // orange split trail
-const int MF_TRACER3 = 128; // purple trail
+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(void)
+void CSQCModel_Effects_PreUpdate()
{SELFPARAM();
self.effects = self.csqcmodel_effects;
self.modelflags = self.csqcmodel_modelflags;
self.traileffect = self.csqcmodel_traileffect;
}
-void Reset_ArcBeam(void);
-void CSQCModel_Effects_PostUpdate(void)
+void Reset_ArcBeam();
+void CSQCModel_Effects_PostUpdate()
{SELFPARAM();
if (self == csqcplayer) {
if (self.csqcmodel_teleported) {
Projectile_ResetTrail(self, self.origin);
}
.int snd_looping;
-void CSQCModel_Effects_Apply(void)
+void CSQCModel_Effects_Apply()
{SELFPARAM();
int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
int tref = self.csqcmodel_traileffect;
if(eff & EF_FULLBRIGHT)
self.renderflags |= RF_FULLBRIGHT;
if(eff & EF_FLAME)
- pointparticles(particleeffectnum(EFFECT_EF_FLAME), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ pointparticles(EFFECT_EF_FLAME, self.origin, '0 0 0', bound(0, frametime, 0.1));
if(eff & EF_STARDUST)
- pointparticles(particleeffectnum(EFFECT_EF_STARDUST), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ pointparticles(EFFECT_EF_STARDUST, self.origin, '0 0 0', bound(0, frametime, 0.1));
if(eff & EF_NOSHADOW)
self.renderflags |= RF_NOSHADOW;
if(eff & EF_NODEPTHTEST)