From: Mario Date: Sat, 24 Jan 2015 03:37:51 +0000 (+1100) Subject: One file down, a few hundred to go X-Git-Tag: xonotic-v0.8.1~133^2~58 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9f9caf8618cf5c44d504e5c2143c602e23a6fc96;p=xonotic%2Fxonotic-data.pk3dir.git One file down, a few hundred to go --- diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 4cb416063..1231a3de9 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,11 +1,11 @@ -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 @@ -71,26 +71,26 @@ void CSQCPlayer_LOD_Apply(void) // 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; @@ -117,7 +117,7 @@ void CSQCPlayer_ModelAppearance_PostUpdate(void) 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? @@ -177,8 +177,8 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) } // apply it - float isfriend; - float cm; + bool isfriend; + int cm; cm = self.forceplayermodels_savecolormap; cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024); @@ -216,8 +216,8 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) 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) @@ -291,13 +291,13 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) } // 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) @@ -309,7 +309,7 @@ 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; @@ -336,11 +336,11 @@ void CSQCPlayer_FallbackFrame_PostUpdate(float isnew) } 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 @@ -372,8 +372,8 @@ void CSQCPlayer_FallbackFrame_Apply(void) // 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)) @@ -382,7 +382,7 @@ void CSQCModel_AutoTagIndex_Apply(void) 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); @@ -447,24 +447,24 @@ void CSQCModel_AutoTagIndex_Apply(void) } // 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; @@ -485,10 +485,10 @@ void CSQCModel_Effects_PostUpdate(void) 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); @@ -582,17 +582,17 @@ void CSQCPlayer_Precache() } // 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; @@ -613,7 +613,7 @@ void CSQCModel_Hook_PreDraw(float isplayer) if(!isplayer) { skeleton_loadinfo(self); - float doblend = (self.bone_upperbody >= 0); + bool doblend = (self.bone_upperbody >= 0); CSQCPlayer_FallbackFrame_Apply(); if(doblend) { @@ -631,8 +631,8 @@ void CSQCModel_Hook_PreDraw(float isplayer) { // 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) @@ -652,7 +652,7 @@ void CSQCModel_Hook_PreDraw(float isplayer) 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) @@ -690,7 +690,7 @@ void CSQCModel_Hook_PreDraw(float isplayer) 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; @@ -704,7 +704,7 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer) } } -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/");