set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code"
set g_debug_bot_commands 0 "print scripted bot commands before executing"
set g_debug_defaultsounds 0 "always use default sounds"
-set sv_use_csqc_players 1 "set to 0 to disable CSQC players for better Xonotic 0.5 compat"
set cl_precacheplayermodels 0 "TODO please check if this needs to be 1 or if precaching a model the server already requested is fast enough to do it at runtime"
-seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0)"
-seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0, and is ignored in teamplay with more than two teams)"
-seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
-seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
-seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (requires server to have sv_use_csqc_players 1, and is ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
-seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce preceived lag (requires server to have sv_use_csqc_players 1)"
+seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
+seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_defaultcharacter 0, and is ignored in teamplay with more than two teams)"
+seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
+seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
+seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
+seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce preceived lag"
// debug cvars for keyhunt attaching
set _angles "0 0 0"
if(e)
return e.origin;
-#ifndef NO_LEGACY_NETWORKING
- s = getplayerkeyvalue(pl, "TEMPHACK_origin");
- if(s != "")
- return stov(s);
-#endif
-
e = entcs_receiver[pl];
if(e)
return e.origin;
//vector PL_CROUCH_VIEW_OFS = ...;
#ifdef SVQC
-# ifdef NO_LEGACY_NETWORKING
-# define CSQCMODEL_AUTOINIT() CSQCModel_LinkEntity()
-# define CSQCMODEL_AUTOUPDATE() CSQCModel_CheckUpdate()
-# else
-.float iscsqcmodel;
-float autocvar_sv_use_csqc_players;
-# define CSQCMODEL_AUTOINIT() \
- if(autocvar_sv_use_csqc_players) \
- { \
- CSQCModel_LinkEntity(); \
- self.iscsqcmodel = 1; \
- } \
- else \
- self.iscsqcmodel = 0
-# define CSQCMODEL_AUTOUPDATE() \
- if(autocvar_sv_use_csqc_players && !self.iscsqcmodel) \
- { \
- CSQCModel_LinkEntity(); \
- self.iscsqcmodel = 1; \
- } \
- if(!autocvar_sv_use_csqc_players && self.iscsqcmodel) \
- { \
- CSQCModel_UnlinkEntity(); \
- self.iscsqcmodel = 0; \
- } \
- if(self.iscsqcmodel) \
- CSQCModel_CheckUpdate()
-# endif
+# define CSQCMODEL_AUTOINIT() CSQCModel_LinkEntity()
+# define CSQCMODEL_AUTOUPDATE() CSQCModel_CheckUpdate()
#endif
#define CSQCMODEL_EF_RESPAWNGHOST EF_SELECTABLE
if(frametime)
{
-#ifndef NO_LEGACY_NETWORKING
- self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
-#endif
-
if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
{
self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
animdecide_setstate(self, animbits, FALSE);
animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
-#ifndef NO_LEGACY_NETWORKING
- if(!self.iscsqcmodel)
- animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
-#endif
-
if (self.weaponentity)
{
updateanim(self.weaponentity);
BADCVAR("gameversion");
BADPREFIX("gameversion_");
BADCVAR("sv_namechangetimer");
-#ifndef NO_LEGACY_NETWORKING
- BADCVAR("sv_use_csqc_players"); // transition
-#endif
// allowed changes to server admins (please sync this to server.cfg)
// vi commands: