1 void CSQCModel_Hook_PreDraw();
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
17 vector mi = self.mins;
18 vector ma = self.maxs;
21 self.lodmodelindex0 = self.modelindex;
22 self.lodmodelindex1 = self.modelindex;
23 self.lodmodelindex2 = self.modelindex;
25 // FIXME: this only supports 3-letter extensions
26 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
32 self.lodmodelindex1 = self.modelindex;
35 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
41 self.lodmodelindex2 = self.modelindex;
44 setmodel(self, modelname); // make everything normal again
45 setsize(self, mi, ma);
49 if(autocvar_cl_playerdetailreduction <= 0)
51 if(autocvar_cl_playerdetailreduction <= -2)
52 self.modelindex = self.lodmodelindex2;
53 else if(autocvar_cl_playerdetailreduction <= -1)
54 self.modelindex = self.lodmodelindex1;
56 self.modelindex = self.lodmodelindex0;
60 float distance = vlen(self.origin - view_origin);
61 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
62 f *= 1.0 / bound(0.01, view_quality, 1);
63 if(f > autocvar_cl_loddistance2)
64 self.modelindex = self.lodmodelindex2;
65 else if(f > autocvar_cl_loddistance1)
66 self.modelindex = self.lodmodelindex1;
68 self.modelindex = self.lodmodelindex0;
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
82 float forceplayermodels_attempted;
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
95 void CSQCPlayer_ForceModel_PreUpdate(void)
97 self.model = self.forceplayermodels_savemodel;
98 self.modelindex = self.forceplayermodels_savemodelindex;
99 self.skin = self.forceplayermodels_saveskin;
100 self.colormap = self.forceplayermodels_savecolormap;
102 void CSQCPlayer_ForceModel_PostUpdate(void)
104 self.forceplayermodels_savemodel = self.model;
105 self.forceplayermodels_savemodelindex = self.modelindex;
106 self.forceplayermodels_saveskin = self.skin;
107 self.forceplayermodels_savecolormap = self.colormap;
109 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
111 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
112 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
113 if(!self.forceplayermodels_isgoodmodel)
114 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
119 // which one is ALWAYS good?
120 if not(forceplayermodels_goodmodel)
124 precache_model(cvar_defstring("_cl_playermodel"));
125 setmodel(e, cvar_defstring("_cl_playermodel"));
126 forceplayermodels_goodmodel = e.model;
127 forceplayermodels_goodmodelindex = e.modelindex;
131 // first, try finding it from the server
132 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
136 // trust server's idea of "own player model"
137 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
138 forceplayermodels_model = self.forceplayermodels_savemodel;
139 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
140 forceplayermodels_skin = self.forceplayermodels_saveskin;
141 forceplayermodels_attempted = 1;
145 // forcemodel finding
146 if(!forceplayermodels_attempted)
148 forceplayermodels_attempted = 1;
150 // only if this failed, find it out on our own
153 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
154 forceplayermodels_modelisgoodmodel = fexists(e.model);
155 forceplayermodels_model = e.model;
156 forceplayermodels_modelindex = e.modelindex;
157 forceplayermodels_skin = autocvar__cl_playerskin;
161 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
165 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
166 forceplayermodels_myisgoodmodel = fexists(e.model);
167 forceplayermodels_mymodel = e.model;
168 forceplayermodels_mymodelindex = e.modelindex;
173 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
175 self.model = forceplayermodels_mymodel;
176 self.modelindex = forceplayermodels_mymodelindex;
177 self.skin = autocvar_cl_forcemyplayerskin;
179 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
181 self.model = forceplayermodels_model;
182 self.modelindex = forceplayermodels_modelindex;
183 self.skin = forceplayermodels_skin;
185 else if(self.forceplayermodels_isgoodmodel)
187 self.model = self.forceplayermodels_savemodel;
188 self.modelindex = self.forceplayermodels_savemodelindex;
189 self.skin = self.forceplayermodels_saveskin;
193 self.model = forceplayermodels_goodmodel;
194 self.modelindex = forceplayermodels_goodmodelindex;
195 self.skin = self.forceplayermodels_saveskin;
198 // forceplayercolors too
201 if(autocvar_cl_forcemyplayercolors && islocalplayer)
202 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
203 else if(autocvar_cl_forceplayercolors)
204 self.colormap = player_localnum + 1;
208 // FEATURE: fallback frames
209 .float csqcmodel_saveframe;
210 .float csqcmodel_saveframe2;
211 .float csqcmodel_saveframe3;
212 .float csqcmodel_saveframe4;
213 .float csqcmodel_framecount;
215 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
216 void CSQCPlayer_FallbackFrame_PreUpdate(void)
218 self.frame = self.csqcmodel_saveframe;
219 self.frame2 = self.csqcmodel_saveframe2;
220 self.frame3 = self.csqcmodel_saveframe3;
221 self.frame4 = self.csqcmodel_saveframe4;
223 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
225 self.csqcmodel_saveframe = self.frame;
226 self.csqcmodel_saveframe2 = self.frame2;
227 self.csqcmodel_saveframe3 = self.frame3;
228 self.csqcmodel_saveframe4 = self.frame4;
230 // hack for death animations: set their frametime to zero in case a
234 #define FIX_FRAMETIME(f,ft) \
235 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
237 self.ft = self.death_time; \
239 FIX_FRAMETIME(frame, frame1time)
240 FIX_FRAMETIME(frame2, frame2time)
241 FIX_FRAMETIME(frame3, frame3time)
242 FIX_FRAMETIME(frame4, frame4time)
244 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
246 float CSQCPlayer_FallbackFrame(float f)
248 if(frameduration(self.modelindex, f) > 0)
249 return f; // goooooood
250 if(frameduration(self.modelindex, 1) <= 0)
251 return f; // this is a static model. We can't fix it if we wanted to
254 case 23: return 11; // anim_melee -> anim_shoot
255 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
256 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
257 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
258 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
259 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
260 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
261 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
263 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
266 void CSQCPlayer_FallbackFrame_Apply(void)
268 self.frame = CSQCPlayer_FallbackFrame(self.frame);
269 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
270 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
271 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
274 // FEATURE: auto tag_index
276 .float tag_entity_lastmodelindex;
278 void CSQCModel_AutoTagIndex_Apply(void)
280 if(self.tag_entity && wasfreed(self.tag_entity))
281 self.tag_entity = world;
283 if(self.tag_networkentity)
287 if(self.tag_entity.entnum != self.tag_networkentity)
289 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
293 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
294 if(self.tag_entity.classname == "csqcmodel")
296 entity oldself = self;
297 self = self.tag_entity;
298 CSQCModel_Hook_PreDraw();
302 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
304 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
311 // the best part is: IT EXISTS
312 if(substring(self.model, 0, 17) == "models/weapons/v_")
314 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
316 self.tag_index = gettagindex(self.tag_entity, "weapon");
318 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
321 // we need to prevent this from 'appening
322 self.tag_entity = world;
324 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
327 else if(self.tag_entity.isplayermodel)
329 self.tag_index = gettagindex(self.tag_entity, "weapon");
331 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
333 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
337 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
339 self.tag_index = gettagindex(self.tag_entity, "shot");
341 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
346 // damn, see you next frame
353 // FEATURE: EF_NODRAW workalike
354 float EF_BRIGHTFIELD = 1;
355 float EF_BRIGHTLIGHT = 4;
356 float EF_DIMLIGHT = 8;
357 float EF_DOUBLESIDED = 32768;
358 float EF_NOSELFSHADOW = 65536;
359 float EF_DYNAMICMODELLIGHT = 131072;
360 float MF_ROCKET = 1; // leave a trail
361 float MF_GRENADE = 2; // leave a trail
362 float MF_GIB = 4; // leave a trail
363 float MF_ROTATE = 8; // rotate (bonus items)
364 float MF_TRACER = 16; // green split trail
365 float MF_ZOMGIB = 32; // small blood trail
366 float MF_TRACER2 = 64; // orange split trail
367 float MF_TRACER3 = 128; // purple trail
368 .float csqcmodel_effects;
369 .float csqcmodel_modelflags;
370 void CSQCModel_Effects_PreUpdate(void)
372 self.effects = self.csqcmodel_effects;
373 self.modelflags = self.csqcmodel_modelflags;
375 void CSQCModel_Effects_PostUpdate(void)
377 self.csqcmodel_effects = self.effects;
378 self.csqcmodel_modelflags = self.modelflags;
381 if(self.csqcmodel_teleported)
382 Projectile_ResetTrail(self.origin);
384 void CSQCModel_Effects_Apply(void)
386 float eff = self.csqcmodel_effects;
387 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
389 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
391 self.traileffect = 0;
393 if(eff & EF_BRIGHTFIELD)
394 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
395 // ignoring EF_MUZZLEFLASH
396 if(eff & EF_BRIGHTLIGHT)
397 adddynamiclight(self.origin, 400, '3 3 3');
398 if(eff & EF_DIMLIGHT)
399 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
400 if((eff & EF_NODRAW) || (self.alpha < 0))
402 if(eff & EF_ADDITIVE)
403 self.renderflags |= RF_ADDITIVE;
405 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
407 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
408 // ignoring EF_NOGUNBOB
409 if(eff & EF_FULLBRIGHT)
410 self.renderflags |= RF_FULLBRIGHT;
412 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
413 if(eff & EF_STARDUST)
414 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
415 if(eff & EF_NOSHADOW)
416 self.renderflags |= RF_NOSHADOW;
417 if(eff & EF_NODEPTHTEST)
418 self.renderflags |= RF_DEPTHHACK;
419 // ignoring EF_SELECTABLE
420 if(eff & EF_DOUBLESIDED)
421 self.effects |= EF_DOUBLESIDED;
422 if(eff & EF_NOSELFSHADOW)
423 self.effects |= EF_NOSELFSHADOW;
424 if(eff & EF_DYNAMICMODELLIGHT)
425 self.renderflags |= RF_DYNAMICMODELLIGHT;
426 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
427 if(self.csqcmodel_modelflags & MF_ROCKET)
428 self.traileffect = particleeffectnum("TR_ROCKET");
429 if(self.csqcmodel_modelflags & MF_GRENADE)
430 self.traileffect = particleeffectnum("TR_GRENADE");
431 if(self.csqcmodel_modelflags & MF_GIB)
432 self.traileffect = particleeffectnum("TR_BLOOD");
433 if(self.csqcmodel_modelflags & MF_ROTATE)
435 self.renderflags |= RF_USEAXIS;
436 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
438 if(self.csqcmodel_modelflags & MF_TRACER)
439 self.traileffect = particleeffectnum("TR_WIZSPIKE");
440 if(self.csqcmodel_modelflags & MF_ZOMGIB)
441 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
442 if(self.csqcmodel_modelflags & MF_TRACER2)
443 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
444 if(self.csqcmodel_modelflags & MF_TRACER3)
445 self.traileffect = particleeffectnum("TR_VORESPIKE");
448 Projectile_DrawTrail(self.origin);
450 Projectile_ResetTrail(self.origin);
452 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
453 self.renderflags |= RF_ADDITIVE;
454 // also special in CSQCPlayer_GlowMod_Apply
457 // FEATURE: auto glowmod
459 void CSQCPlayer_GlowMod_Apply(void)
461 float cm = self.colormap;
463 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
466 if(self.colormap > 0)
467 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
469 self.glowmod = '1 1 1';
471 if(autocvar_cl_deathglow > 0)
472 if(self.csqcmodel_isdead)
474 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
475 // prevent the zero vector
476 self.glowmod_x = max(self.glowmod_x, 0.0001);
477 self.glowmod_y = max(self.glowmod_y, 0.0001);
478 self.glowmod_z = max(self.glowmod_z, 0.0001);
483 .float csqcmodel_predraw_run;
484 void CSQCModel_Hook_PreDraw()
486 if(self.csqcmodel_predraw_run == framecount)
488 self.csqcmodel_predraw_run = framecount;
490 if(!self.modelindex || self.model == "null")
496 self.drawmask = MASK_NORMAL;
498 if(self.isplayermodel) // this checks if it's a player MODEL!
500 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
501 CSQCPlayer_GlowMod_Apply();
502 CSQCPlayer_LOD_Apply();
503 CSQCPlayer_FallbackFrame_Apply();
506 CSQCModel_AutoTagIndex_Apply();
508 CSQCModel_Effects_Apply();
511 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
513 // revert to values from server
514 CSQCModel_Effects_PreUpdate();
515 if(self.isplayermodel)
517 CSQCPlayer_FallbackFrame_PreUpdate();
518 CSQCPlayer_ForceModel_PreUpdate();
522 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
524 // is it a player model? (shared state)
525 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
527 // save values set by server
528 if(self.isplayermodel)
530 CSQCPlayer_ForceModel_PostUpdate();
531 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
533 CSQCModel_Effects_PostUpdate();