Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
csqcmodel_hooks.qh
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1#pragma once
2
21
22// FEATURE: EF_NODRAW workalike
23const int EF_BRIGHTFIELD = BIT(0);
24const int EF_BRIGHTLIGHT = BIT(2);
25const int EF_DIMLIGHT = BIT(3);
26const int EF_DOUBLESIDED = BIT(15);
27const int EF_NOSELFSHADOW = BIT(16);
28const int EF_DYNAMICMODELLIGHT = BIT(17);
29const int EF_RESTARTANIM_BIT = BIT(20);
30const int EF_TELEPORT_BIT = BIT(21);
31
32const int MF_ROCKET = BIT(0); // leave a trail
33const int MF_GRENADE = BIT(1); // leave a trail
34const int MF_GIB = BIT(2); // leave a trail
35const int MF_ROTATE = BIT(3); // rotate (bonus items)
36const int MF_TRACER = BIT(4); // green split trail
37const int MF_ZOMGIB = BIT(5); // small blood trail
38const int MF_TRACER2 = BIT(6); // orange split trail
39const int MF_TRACER3 = BIT(7); // purple trail
40
44
45.bool csqcmodel_isdead; // used by shownames and miscfunctions (entcs_IsDead) to know when a player is dead
46
48
50
52
53void CSQCModel_LOD_Apply(entity this, bool isplayer);
54
55void CSQCModel_Hook_PreDraw(entity this, bool isplayer);
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
bool autocvar_cl_respawn_ghosts_keepcolors
const int MF_ROTATE
const int MF_GRENADE
int autocvar__cl_color
const int MF_TRACER3
int autocvar_cl_modeldetailreduction
int csqcmodel_traileffect
void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
float autocvar_cl_deathglow
int autocvar_cl_forcemyplayerskin
int csqcmodel_effects
bool autocvar_cl_forceplayermodels
float death_time
float autocvar_cl_deathglow_min
int autocvar__cl_playerskin
float autocvar_cl_loddistance1
const int EF_TELEPORT_BIT
bool autocvar_cl_forceuniqueplayercolors
float autocvar_cl_loddistance2
void CSQCModel_LOD_Apply(entity this, bool isplayer)
const int MF_TRACER
string autocvar_cl_forcemyplayermodel
const int EF_BRIGHTFIELD
const int MF_ROCKET
const int MF_GIB
int autocvar_cl_playerdetailreduction
const int EF_BRIGHTLIGHT
const int MF_ZOMGIB
int autocvar_cl_forcemyplayercolors
const int EF_DIMLIGHT
void CSQCModel_Effects_Apply(entity this)
float autocvar_r_hdr_glowintensity
float autocvar_cl_jetpack_attenuation
int csqcmodel_modelflags
const int EF_RESTARTANIM_BIT
const int MF_TRACER2
bool autocvar_cl_forceplayercolors
const int EF_NOSELFSHADOW
string autocvar__cl_playermodel
bool csqcmodel_isdead
int isplayermodel
const int EF_DOUBLESIDED
const int EF_DYNAMICMODELLIGHT