#include "csqcmodel_hooks.qh"
-#include <client/autocvars.qh>
#include <client/mutators/_mod.qh>
#include <client/player_skeleton.qh>
#include <client/weapons/projectile.qh>
return;
this.csqcmodel_predraw_run = framecount;
- if(!this.modelindex || this.model == "null" || this.alpha < 0)
+ if(!this.modelindex || this.model == "null")
{
this.drawmask = 0;
if(this.snd_looping > 0)
tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
if(trace_startsolid || trace_fraction < 1)
onground = 1;
+ // predicted clients handle smoothing in the prediction code
+ this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
}
animdecide_load_if_needed(this);
animdecide_setimplicitstate(this, onground);