LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
}
}
- else if(this.tag_entity.isplayermodel)
+ else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
{
skeleton_loadinfo(this.tag_entity);
this.tag_index = this.tag_entity.bone_weapon;
else
this.drawmask = MASK_NORMAL;
- if(this.isplayermodel && this.drawmask) // this checks if it's a player MODEL!
+ if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
{
CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
CSQCPlayer_LOD_Apply(this);
this.iflags |= IFLAG_V_ANGLE_X;
// revert to values from server
CSQCModel_Effects_PreUpdate(this);
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
if(!isplayer)
CSQCPlayer_FallbackFrame_PreUpdate(this);
this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
// save values set by server
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
CSQCPlayer_ModelAppearance_PostUpdate(this);
if(isplayer)
return;
}
this.state = this.owner.csqcmodel_isdead;
- if(this.owner.isplayermodel && (this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
+ if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
return; // if we aren't using a third person camera, hide our own effects
// now generate the particles
if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD")
{
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
specstr = species_prefix(specnum);
specstr = substring(specstr, 0, strlen(specstr) - 1);
DamageEffect(it, w_org, thisdmg, w_deathtype, species);
- if(it.isplayermodel)
+ if((it.isplayermodel & ISPLAYER_MODEL))
hitplayer = true; // this impact damaged a player
});
void CSQCPlayer_SetMinsMaxs(entity this)
{
- if (IS_DUCKED(this) || !this.isplayermodel)
+ if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
{
this.mins = PHYS_PL_CROUCH_MIN(this);
this.maxs = PHYS_PL_CROUCH_MAX(this);