}
// recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
- if(this.tag_entity.classname == "csqcmodel")
+ if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
{
CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.entnum >= 1 && this.tag_entity.entnum <= maxclients));
}
vector Rotate(vector v, float a);
-#define IS_DEAD(s) (((s).classname == "csqcmodel") ? (s).csqcmodel_isdead : ((s).health <= 0))
+#define IS_DEAD(s) (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : ((s).health <= 0))
// decolorizes and team colors the player name when needed
InterpolateOrigin_Undo(this);
this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
- this.classname = "radarlink";
if (isnew) IL_PUSH(g_radarlinks, this);
if(sendflags & 1)
if (!(this.count & 0x80))
InterpolateOrigin_Note(this);
- this.classname = "csqcprojectile";
this.draw = Projectile_Draw;
if (isnew) IL_PUSH(g_drawables, this);
this.entremove = Ent_RemoveProjectile;
{
if (!this)
// initial = temp
- e = new_pure(entcs_receiver);
+ e = new_pure(ENT_CLIENT_ENTCS);
else
// initial = linked
e = this;
if (isnew)
{
make_pure(this);
- this.classname = "entcs_receiver";
this.entremove = Ent_RemoveEntCS;
}
return ReadEntcs(this);
#ifdef SVQC
if (!((toucher.iscreature || (toucher.flags & FL_PROJECTILE)) && !IS_DEAD(toucher)))
#elif defined(CSQC)
- if(!((IS_CLIENT(toucher) || toucher.classname == "csqcprojectile") && !IS_DEAD(toucher)))
+ if(!((IS_CLIENT(toucher) || toucher.classname == "ENT_CLIENT_PROJECTILE") && !IS_DEAD(toucher)))
#endif
return;
spawnfunc(info_location)
{
- this.classname = "target_location";
this.message = this.netname;
-
- target_push_init(this);
-
- IL_PUSH(g_locations, this);
+ spawnfunc_target_location(this);
}
#endif
trigger_common_read(this, true);
return = true;
- this.classname = "trigger_impulse";
this.solid = SOLID_TRIGGER;
this.entremove = trigger_remove_generic;
this.move_time = time;
NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
{
- this.classname = "jumppad";
int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
this.spawnflags = ReadInt24_t();
this.active = ReadByte();
NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
{
- this.classname = "push_target";
this.cnt = ReadByte();
this.targetname = strzone(ReadString());
this.origin_x = ReadCoord();
return = true;
- this.classname = "trigger_keylock";
this.entremove = keylock_remove;
}
#endif
return = true;
- this.classname = "trigger_swamp";
this.solid = SOLID_TRIGGER;
settouch(this, swamp_touch);
this.drawmask = MASK_NORMAL;
#elif defined(CSQC)
NET_HANDLE(ENT_CLIENT_TRIGGER_TELEPORT, bool isnew)
{
- this.classname = "trigger_teleport";
if(isnew)
IL_PUSH(g_teleporters, this);
int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
setthink(this, trigger_viewloc_updatelink);
this.nextthink = time + 1; // we need to delay this or else
- this.classname = "trigger_viewlocation";
this.drawmask = MASK_NORMAL; // not so concerned, but better keep it alive
}
NET_HANDLE(ENT_CLIENT_WEPENT, bool isnew)
{
- if (isnew)
- this.classname = "wepent_receiver";
return ReadWepent(this);
}
bool islocalplayer = (this.entnum == player_localnum + 1);
noref bool isnolocalplayer = (isplayer && !islocalplayer);
- this.classname = "csqcmodel";
this.iflags |= IFLAG_ORIGIN; // interpolate origin too
this.iflags |= IFLAG_ANGLES; // interpolate angles too
this.iflags |= IFLAG_VELOCITY | IFLAG_AUTOVELOCITY; // let's calculate velocity automatically