// 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
-#define CSQCMODEL_HOOK_PREUPDATE \
- CSQCModel_Hook_PreUpdate(this, isnew, isplayer, islocalplayer);
-#define CSQCMODEL_HOOK_POSTUPDATE \
- CSQCModel_Hook_PostUpdate(this, isnew, isplayer, islocalplayer);
-#define CSQCMODEL_HOOK_PREDRAW \
- CSQCModel_Hook_PreDraw(this, isplayer);
#define CSQCPLAYER_HOOK_POSTCAMERASETUP() \
CSQCPlayer_SetViewLocation()
CSQCModel_InterpolateAnimation_Do(this);
- { CSQCMODEL_HOOK_PREDRAW }
+ CSQCModel_Hook_PreDraw(this, isplayer);
// inherit draw flags easily
entity root = this;
this.iflags |= IFLAG_ANGLES; // interpolate angles too
this.iflags |= IFLAG_VELOCITY | IFLAG_AUTOVELOCITY; // let's calculate velocity automatically
- { CSQCMODEL_HOOK_PREUPDATE }
+ CSQCModel_Hook_PreUpdate(this, isnew, isplayer, islocalplayer);
CSQCPlayer_PreUpdate(this);
InterpolateOrigin_Undo(this);
InterpolateOrigin_Note(this);
CSQCPlayer_PostUpdate(this);
- { CSQCMODEL_HOOK_POSTUPDATE }
+ CSQCModel_Hook_PostUpdate(this, isnew, isplayer, islocalplayer);
#ifdef CSQCMODEL_SUPPORT_GETTAGINFO_BEFORE_DRAW
InterpolateOrigin_Do(this);
/* CSQCMODEL_PROPERTY(2, float, ReadInt24_t, WriteInt24_t, effects) */
// add hook function calls here
-#define CSQCMODEL_HOOK_PREUPDATE
-#define CSQCMODEL_HOOK_POSTUPDATE
-#define CSQCMODEL_HOOK_PREDRAW
#define CSQCPLAYER_HOOK_POSTCAMERASETUP
// force updates of player entities this frequently (per second) even if unchanged