Xonotic
csqcmodel_hooks.qh
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1 #pragma once
2 
20 
21 // FEATURE: EF_NODRAW workalike
22 const int EF_BRIGHTFIELD = BIT(0);
23 const int EF_BRIGHTLIGHT = BIT(2);
24 const int EF_DIMLIGHT = BIT(3);
25 const int EF_DOUBLESIDED = BIT(15);
26 const int EF_NOSELFSHADOW = BIT(16);
27 const int EF_DYNAMICMODELLIGHT = BIT(17);
28 const int EF_RESTARTANIM_BIT = BIT(20);
29 const int EF_TELEPORT_BIT = BIT(21);
30 
31 const int MF_ROCKET = BIT(0); // leave a trail
32 const int MF_GRENADE = BIT(1); // leave a trail
33 const int MF_GIB = BIT(2); // leave a trail
34 const int MF_ROTATE = BIT(3); // rotate (bonus items)
35 const int MF_TRACER = BIT(4); // green split trail
36 const int MF_ZOMGIB = BIT(5); // small blood trail
37 const int MF_TRACER2 = BIT(6); // orange split trail
38 const int MF_TRACER3 = BIT(7); // purple trail
39 
43 
44 .bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead
45 
47 
49 
50 void CSQCModel_Hook_PreDraw(entity this, bool isplayer);
bool autocvar_cl_respawn_ghosts_keepcolors
const int MF_ROTATE
int autocvar_cl_forcemyplayerskin
float autocvar_cl_deathglow_min
const int EF_DYNAMICMODELLIGHT
void CSQCModel_Effects_Apply(entity this)
const int MF_ROCKET
const int EF_NOSELFSHADOW
bool csqcmodel_isdead
string autocvar_cl_forcemyplayermodel
int autocvar__cl_playerskin
int isplayermodel
const int EF_DIMLIGHT
float autocvar_cl_jetpack_attenuation
const int MF_TRACER2
entity() spawn
string autocvar__cl_playermodel
bool autocvar_cl_forceuniqueplayercolors
int autocvar_cl_modeldetailreduction
const int EF_RESTARTANIM_BIT
const int EF_BRIGHTLIGHT
int csqcmodel_traileffect
const int EF_BRIGHTFIELD
const int EF_TELEPORT_BIT
const int MF_TRACER
const int MF_ZOMGIB
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition: bits.qh:8
int csqcmodel_effects
int csqcmodel_modelflags
int autocvar_cl_forcemyplayercolors
int autocvar__cl_color
const int MF_GIB
float autocvar_cl_loddistance1
float autocvar_cl_loddistance2
void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
const int MF_GRENADE
const int MF_TRACER3
const int EF_DOUBLESIDED
int autocvar_cl_playerdetailreduction
bool autocvar_cl_forceplayermodels
float autocvar_cl_deathglow
bool autocvar_cl_forceplayercolors