}
#ifdef COMPAT_XON050_ENGINE
- if(view && !(checkextension("DP_CSQC_V_CALCREFDEF") || checkextension("DP_CSQC_V_CALCREFDEF_WIP2")))
+ if(view && !(checkextension("DP_CSQC_V_CALCREFDEF") || checkextension("DP_CSQC_V_CALCREFDEF_WIP1")))
{
// legacy code, not totally correct, but good enough for not having V_CalcRefdef
setproperty(VF_ORIGIN, view.origin + '0 0 1' * getstati(STAT_VIEWHEIGHT));
if(input_buttons & 4)
refdefflags |= REFDEFFLAG_JUMPING;
+ // note: these two only work in WIP2, but are harmless in WIP1
if(getstati(STAT_HEALTH) <= 0)
refdefflags |= REFDEFFLAG_DEAD;
//- use this on the player entity after performing prediction
//- pass REFDEFFLAG_TELEPORTED if the player teleported since last frame
//- pass REFDEFFLAG_JUMPING if jump button is pressed
-//- pass REFDEFFLAG_DEAD if dead
-//- pass REFDEFFLAG_INTERMISSION if in intermission
+//- pass REFDEFFLAG_DEAD if dead (DP_CSQC_V_CALCREFDEF_WIP2)
+//- pass REFDEFFLAG_INTERMISSION if in intermission (DP_CSQC_V_CALCREFDEF_WIP2)
//- the player entity needs to have origin, velocity, pmove_flags set according
// to prediction (the above two PMF_ flags are used in the player's pmove_flags)
//- NOTE: to check for this, ALSO OR a check with DP_CSQC_V_CALCREFDEF to also support