-void CSQCModel_Hook_PreDraw(float isplayer);
+void CSQCModel_Hook_PreDraw(bool isplayer);
-.float isplayermodel;
+.bool isplayermodel;
// FEATURE: LOD
-.float lodmodelindex0;
-.float lodmodelindex1;
-.float lodmodelindex2;
+.int lodmodelindex0;
+.int lodmodelindex1;
+.int lodmodelindex2;
void CSQCPlayer_LOD_Apply(void)
{
// LOD model loading
// FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
string forceplayermodels_model;
-float forceplayermodels_modelisgoodmodel;
-float forceplayermodels_modelindex;
-float forceplayermodels_skin;
+bool forceplayermodels_modelisgoodmodel;
+int forceplayermodels_modelindex;
+int forceplayermodels_skin;
string forceplayermodels_mymodel;
-float forceplayermodels_myisgoodmodel;
-float forceplayermodels_mymodelindex;
+bool forceplayermodels_myisgoodmodel;
+int forceplayermodels_mymodelindex;
-float forceplayermodels_attempted;
+bool forceplayermodels_attempted;
.string forceplayermodels_savemodel;
-.float forceplayermodels_savemodelindex;
-.float forceplayermodels_saveskin;
-.float forceplayermodels_savecolormap;
+.int forceplayermodels_savemodelindex;
+.int forceplayermodels_saveskin;
+.int forceplayermodels_savecolormap;
.string forceplayermodels_isgoodmodel_mdl;
-.float forceplayermodels_isgoodmodel;
+.bool forceplayermodels_isgoodmodel;
string forceplayermodels_goodmodel;
-float forceplayermodels_goodmodelindex;
+int forceplayermodels_goodmodelindex;
.vector glowmod;
.vector old_glowmod;
printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
}
}
-void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
+void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
{
// FORCEMODEL
// which one is ALWAYS good?
}
// apply it
- float isfriend;
- float cm;
+ bool isfriend;
+ int cm;
cm = self.forceplayermodels_savecolormap;
cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
if(teamplay)
{
// own team's color is never forced
- float forcecolor_friend = 0;
- float forcecolor_enemy = 0;
+ int forcecolor_friend = 0;
+ int forcecolor_enemy = 0;
entity tm;
if(autocvar_cl_forcemyplayercolors)
}
// FEATURE: fallback frames
-.float csqcmodel_saveframe;
-.float csqcmodel_saveframe2;
+.int csqcmodel_saveframe;
+.int csqcmodel_saveframe2;
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
-.float csqcmodel_saveframe3;
-.float csqcmodel_saveframe4;
+.int csqcmodel_saveframe3;
+.int csqcmodel_saveframe4;
#endif
-.float csqcmodel_framecount;
+.int csqcmodel_framecount;
#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
void CSQCPlayer_FallbackFrame_PreUpdate(void)
self.frame4 = self.csqcmodel_saveframe4;
#endif
}
-void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
+void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
{
self.csqcmodel_saveframe = self.frame;
self.csqcmodel_saveframe2 = self.frame2;
}
self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
}
-void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
+void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
{
self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
}
-float CSQCPlayer_FallbackFrame(float f)
+int CSQCPlayer_FallbackFrame(int f)
{
if(frameduration(self.modelindex, f) > 0)
return f; // goooooood
// FEATURE: auto tag_index
.entity tag_entity;
-.float tag_entity_lastmodelindex;
-.float tag_index;
+.int tag_entity_lastmodelindex;
+.int tag_index;
void CSQCModel_AutoTagIndex_Apply(void)
{
if(self.tag_entity && wasfreed(self.tag_entity))
if(self.tag_networkentity)
{
// we are ATTACHED!
- float changed = 0;
+ bool changed = 0;
if(self.tag_entity.entnum != self.tag_networkentity)
{
self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
}
// FEATURE: EF_NODRAW workalike
-const float EF_BRIGHTFIELD = 1;
-const float EF_BRIGHTLIGHT = 4;
-const float EF_DIMLIGHT = 8;
-const float EF_DOUBLESIDED = 32768;
-const float EF_NOSELFSHADOW = 65536;
-const float EF_DYNAMICMODELLIGHT = 131072;
-const float EF_RESTARTANIM_BIT = 1048576;
-const float EF_TELEPORT_BIT = 2097152;
-const float MF_ROCKET = 1; // leave a trail
-const float MF_GRENADE = 2; // leave a trail
-const float MF_GIB = 4; // leave a trail
-const float MF_ROTATE = 8; // rotate (bonus items)
-const float MF_TRACER = 16; // green split trail
-const float MF_ZOMGIB = 32; // small blood trail
-const float MF_TRACER2 = 64; // orange split trail
-const float MF_TRACER3 = 128; // purple trail
-.float csqcmodel_effects;
-.float csqcmodel_modelflags;
+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
+.int csqcmodel_effects;
+.int csqcmodel_modelflags;
void CSQCModel_Effects_PreUpdate(void)
{
self.effects = self.csqcmodel_effects;
if(self.csqcmodel_teleported)
Projectile_ResetTrail(self.origin);
}
-.float snd_looping;
+.bool snd_looping;
void CSQCModel_Effects_Apply(void)
{
- float eff = self.csqcmodel_effects;
+ int eff = self.csqcmodel_effects;
eff &= ~CSQCMODEL_EF_RESPAWNGHOST;
self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
}
// general functions
-.float csqcmodel_predraw_run;
-.float anim_frame;
-.float anim_frame1time;
-.float anim_frame2;
-.float anim_frame2time;
-.float anim_saveframe;
-.float anim_saveframe1time;
-.float anim_saveframe2;
-.float anim_saveframe2time;
-.float anim_prev_pmove_flags;
-void CSQCModel_Hook_PreDraw(float isplayer)
+.int csqcmodel_predraw_run;
+.int anim_frame;
+.int anim_frame1time;
+.int anim_frame2;
+.int anim_frame2time;
+.int anim_saveframe;
+.int anim_saveframe1time;
+.int anim_saveframe2;
+.int anim_saveframe2time;
+.int anim_prev_pmove_flags;
+void CSQCModel_Hook_PreDraw(bool isplayer)
{
if(self.csqcmodel_predraw_run == framecount)
return;
if(!isplayer)
{
skeleton_loadinfo(self);
- float doblend = (self.bone_upperbody >= 0);
+ bool doblend = (self.bone_upperbody >= 0);
CSQCPlayer_FallbackFrame_Apply();
if(doblend)
{
{
// we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
skeleton_loadinfo(self);
- float doblend = (self.bone_upperbody >= 0);
- float onground = 0;
+ bool doblend = (self.bone_upperbody >= 0);
+ bool onground = 0;
if(self == csqcplayer)
{
if(self.pmove_flags & PMF_ONGROUND)
animdecide_load_if_needed(self);
animdecide_setimplicitstate(self, onground);
animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
- float sf = 0;
+ int sf = 0;
if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
sf |= CSQCMODEL_PROPERTY_FRAME;
if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
CSQCModel_Effects_Apply();
}
-void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
+void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer)
{
// interpolate v_angle
self.iflags |= IFLAG_V_ANGLE_X;
}
}
-void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
+void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer)
{
// is it a player model? (shared state)
self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");