.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;
.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;
.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;