# define TAG_ENTITY_NAME tag_networkentity
# define TAG_ENTITY_TYPE float
.float tag_networkentity;
+
+# define TAG_VIEWLOC_NAME tag_networkviewloc
+# define TAG_VIEWLOC_TYPE int
+.float tag_networkviewloc;
#else
# define TAG_ENTITY_NAME tag_entity
# define TAG_ENTITY_TYPE entity
+
+# define TAG_VIEWLOC_NAME viewloc
+# define TAG_VIEWLOC_TYPE entity
#endif
// new fields
CSQCMODEL_ENDIF \
CSQCMODEL_PROPERTY(1024, float, ReadAngle, WriteAngle, v_angle_x) \
CSQCMODEL_PROPERTY_SCALED(4096, float, ReadByte, WriteByte, scale, 16, 0, 255) \
- CSQCMODEL_PROPERTY(8192, int, ReadInt24_t, WriteInt24_t, dphitcontentsmask)
+ CSQCMODEL_PROPERTY(8192, int, ReadInt24_t, WriteInt24_t, dphitcontentsmask) \
+ CSQCMODEL_PROPERTY(16384, TAG_VIEWLOC_TYPE, ReadShort, WriteEntity, TAG_VIEWLOC_NAME)
// TODO get rid of colormod/glowmod here, find good solution for vortex charge glowmod hack; also get rid of some useless properties on non-players that only exist for CopyBody
// add hook function calls here
CSQCModel_Hook_PostUpdate(isnew, isplayer, islocalplayer);
#define CSQCMODEL_HOOK_PREDRAW \
CSQCModel_Hook_PreDraw(isplayer);
-#define CSQCPLAYER_HOOK_POSTCAMERASETUP
+#define CSQCPLAYER_HOOK_POSTCAMERASETUP \
+ CSQCPlayer_SetViewLocation();
// force updates of player entities that often even if unchanged
#define CSQCPLAYER_FORCE_UPDATES 0.25