7 void CSQCPlayer_LOD_Apply(void)
10 if(self.lodmodelindex0 != self.modelindex)
12 string modelname = self.model;
15 if(!fexists(modelname))
17 print(sprintf(_("Trying to use non existing model %s. "), modelname));
18 modelname = cvar_defstring("_cl_playermodel");
19 print(sprintf(_("Reverted to %s.\n"), modelname));
23 self.lodmodelindex0 = self.modelindex;
24 self.lodmodelindex1 = self.modelindex;
25 self.lodmodelindex2 = self.modelindex;
27 // FIXME: this only supports 3-letter extensions
28 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
34 self.lodmodelindex1 = self.modelindex;
37 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
43 self.lodmodelindex2 = self.modelindex;
46 setmodel(self, modelname); // make everything normal again
50 if(autocvar_cl_playerdetailreduction <= 0)
52 if(autocvar_cl_playerdetailreduction <= -2)
53 self.modelindex = self.lodmodelindex2;
54 else if(autocvar_cl_playerdetailreduction <= -1)
55 self.modelindex = self.lodmodelindex1;
57 self.modelindex = self.lodmodelindex0;
61 float distance = vlen(self.origin - other.origin);
62 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
63 f *= 1.0 / bound(0.01, view_quality, 1);
64 if(f > autocvar_cl_loddistance2)
65 self.modelindex = self.lodmodelindex2;
66 else if(f > autocvar_cl_loddistance1)
67 self.modelindex = self.lodmodelindex1;
69 self.modelindex = self.lodmodelindex0;
73 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
74 string forceplayermodels_model;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
77 float forceplayermodels_attempted;
78 .string forceplayermodels_savemodel;
79 .float forceplayermodels_savemodelindex;
80 .float forceplayermodels_saveskin;
81 void CSQCPlayer_ForceModel_PreUpdate(void)
83 self.model = self.forceplayermodels_savemodel;
84 self.modelindex = self.forceplayermodels_savemodelindex;
85 self.skin = self.forceplayermodels_saveskin;
87 void CSQCPlayer_ForceModel_PostUpdate(void)
89 self.forceplayermodels_savemodel = self.model;
90 self.forceplayermodels_savemodelindex = self.modelindex;
91 self.forceplayermodels_saveskin = self.skin;
93 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
95 // first, try finding it from the server
97 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
101 // trust server's idea of "own player model"
102 forceplayermodels_model = self.model;
103 forceplayermodels_modelindex = self.modelindex;
104 forceplayermodels_skin = self.skin;
105 forceplayermodels_attempted = 1;
109 // forcemodel finding
110 if(!forceplayermodels_attempted)
112 // only if this failed, find it out on our own
115 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
116 forceplayermodels_model = e.model;
117 forceplayermodels_modelindex = e.modelindex;
118 forceplayermodels_skin = autocvar__cl_playerskin;
119 forceplayermodels_attempted = 1;
124 if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
126 self.model = forceplayermodels_model;
127 self.modelindex = forceplayermodels_modelindex;
128 self.skin = forceplayermodels_skin;
132 self.model = self.forceplayermodels_savemodel;
133 self.modelindex = self.forceplayermodels_savemodelindex;
134 self.skin = self.forceplayermodels_saveskin;
138 // FEATURE: fallback frames
139 .float csqcmodel_saveframe;
140 .float csqcmodel_saveframe2;
141 .float csqcmodel_saveframe3;
142 .float csqcmodel_saveframe4;
143 .float csqcmodel_framecount;
144 void CSQCPlayer_FallbackFrame_PreUpdate(void)
146 self.frame = self.csqcmodel_saveframe;
147 self.frame2 = self.csqcmodel_saveframe2;
148 self.frame3 = self.csqcmodel_saveframe3;
149 self.frame4 = self.csqcmodel_saveframe4;
151 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
153 self.csqcmodel_saveframe = self.frame;
154 self.csqcmodel_saveframe2 = self.frame2;
155 self.csqcmodel_saveframe3 = self.frame3;
156 self.csqcmodel_saveframe4 = self.frame4;
158 // hack for death animations: set their frametime to zero in case a
162 #define FIX_FRAMETIME(f,ft) \
170 FIX_FRAMETIME(frame, frame1time)
171 FIX_FRAMETIME(frame2, frame2time)
172 FIX_FRAMETIME(frame3, frame3time)
173 FIX_FRAMETIME(frame4, frame4time)
176 float CSQCPlayer_FallbackFrame(float f)
178 if(frameduration(self.modelindex, f) > 0)
179 return f; // goooooood
182 case 23: return 11; // anim_melee -> anim_shoot
183 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
184 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
185 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
186 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
187 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
188 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
189 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
191 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
194 void CSQCPlayer_FallbackFrame_Apply(void)
196 self.frame = CSQCPlayer_FallbackFrame(self.frame);
197 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
198 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
199 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
202 // FEATURE: auto glowmod
204 void CSQCPlayer_GlowMod_Apply(void)
206 if(self.colormap > 0)
207 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
209 self.glowmod = '1 1 1';
212 // FEATURE: auto tag_index
214 .float tag_entity_lastmodelindex;
216 void CSQCModel_AutoTagIndex_Apply(void)
218 if(self.tag_entity && wasfreed(self.tag_entity))
219 self.tag_entity = world;
221 if(self.tag_networkentity)
225 if(self.tag_entity.entnum != self.tag_networkentity)
227 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
230 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
232 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
239 // the best part is: IT EXISTS
240 if(substring(self.model, 0, 17) == "models/weapons/v_")
241 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
243 self.tag_index = gettagindex(self.tag_entity, "weapon");
245 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
248 // we need to prevent this from 'appening
249 self.tag_entity = world;
251 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
255 if(substring(self.model, 0, 17) == "models/weapons/v_")
256 if(substring(self.tag_entity.model, 0, 14) == "models/player/")
258 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
260 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
263 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
265 self.tag_index = gettagindex(self.tag_entity, "shot");
267 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
272 // damn, see you next frame
279 // FEATURE: EF_NODRAW workalike
280 float EF_BRIGHTFIELD = 1;
281 float EF_BRIGHTLIGHT = 4;
282 float EF_DIMLIGHT = 8;
283 float EF_DOUBLESIDED = 32768;
284 float EF_NOSELFSHADOW = 65536;
285 float EF_DYNAMICMODELLIGHT = 131072;
286 float MF_ROCKET = 1; // leave a trail
287 float MF_GRENADE = 2; // leave a trail
288 float MF_GIB = 4; // leave a trail
289 float MF_ROTATE = 8; // rotate (bonus items)
290 float MF_TRACER = 16; // green split trail
291 float MF_ZOMGIB = 32; // small blood trail
292 float MF_TRACER2 = 64; // orange split trail
293 float MF_TRACER3 = 128; // purple trail
294 .float csqcmodel_effects;
295 .float csqcmodel_modelflags;
296 void CSQCModel_Effects_PreUpdate(void)
298 self.effects = self.csqcmodel_effects;
299 self.modelflags = self.csqcmodel_modelflags;
301 void CSQCModel_Effects_PostUpdate(void)
303 self.csqcmodel_effects = self.effects;
304 self.csqcmodel_modelflags = self.modelflags;
307 if(self.csqcmodel_teleported)
308 Projectile_ResetTrail(self.origin);
310 void CSQCModel_Effects_Apply(void)
312 float eff = self.csqcmodel_effects;
313 eff &~= CSQCMODEL_EF_INVISIBLE;
315 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
317 self.traileffect = 0;
319 if(eff & EF_BRIGHTFIELD)
320 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
321 // ignoring EF_MUZZLEFLASH
322 if(eff & EF_BRIGHTLIGHT)
323 adddynamiclight(self.origin, 400, '3 3 3');
324 if(eff & EF_DIMLIGHT)
325 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
326 if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
328 if(eff & EF_ADDITIVE)
329 self.renderflags |= RF_ADDITIVE;
331 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
333 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
334 // ignoring EF_NOGUNBOB
335 if(eff & EF_FULLBRIGHT)
336 self.renderflags |= RF_FULLBRIGHT;
338 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
339 if(eff & EF_STARDUST)
340 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
341 if(eff & EF_NOSHADOW)
342 self.renderflags |= RF_NOSHADOW;
343 if(eff & EF_NODEPTHTEST)
344 self.renderflags |= RF_DEPTHHACK;
345 // ignoring EF_SELECTABLE
346 if(eff & EF_DOUBLESIDED)
347 self.effects |= EF_DOUBLESIDED;
348 if(eff & EF_NOSELFSHADOW)
349 self.effects |= EF_NOSELFSHADOW;
350 if(eff & EF_DYNAMICMODELLIGHT)
351 self.renderflags |= RF_DYNAMICMODELLIGHT;
352 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
353 if(self.csqcmodel_modelflags & MF_ROCKET)
354 self.traileffect = particleeffectnum("TR_ROCKET");
355 if(self.csqcmodel_modelflags & MF_GRENADE)
356 self.traileffect = particleeffectnum("TR_GRENADE");
357 if(self.csqcmodel_modelflags & MF_GIB)
358 self.traileffect = particleeffectnum("TR_BLOOD");
359 if(self.csqcmodel_modelflags & MF_ROTATE)
361 self.renderflags |= RF_USEAXIS;
362 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
364 if(self.csqcmodel_modelflags & MF_TRACER)
365 self.traileffect = particleeffectnum("TR_WIZSPIKE");
366 if(self.csqcmodel_modelflags & MF_ZOMGIB)
367 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
368 if(self.csqcmodel_modelflags & MF_TRACER2)
369 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
370 if(self.csqcmodel_modelflags & MF_TRACER3)
371 self.traileffect = particleeffectnum("TR_VORESPIKE");
374 Projectile_DrawTrail(self.origin);
376 Projectile_ResetTrail(self.origin);
380 void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
382 if(!self.modelindex || self.model == "null")
388 self.drawmask = MASK_NORMAL;
390 if(self.isplayermodel) // this checks if it's a player MODEL!
392 CSQCPlayer_GlowMod_Apply();
393 CSQCPlayer_ForceModel_Apply(islocalplayer);
394 CSQCPlayer_LOD_Apply();
395 CSQCPlayer_FallbackFrame_Apply();
398 if(!isplayer) // this checks if it's a player SLOT!
399 CSQCModel_AutoTagIndex_Apply();
401 CSQCModel_Effects_Apply();
404 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
406 // revert to values from server
407 CSQCModel_Effects_PreUpdate();
408 if(self.isplayermodel)
410 CSQCPlayer_FallbackFrame_PreUpdate();
411 CSQCPlayer_ForceModel_PreUpdate();
415 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
417 // is it a player model? (shared state)
418 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
420 // save values set by server
421 if(self.isplayermodel)
423 CSQCPlayer_ForceModel_PostUpdate();
424 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
426 CSQCModel_Effects_PostUpdate();