1 #include "csqcmodel_hooks.qh"
3 #include <client/mutators/_mod.qh>
4 #include <client/player_skeleton.qh>
5 #include <client/weapons/projectile.qh>
6 #include <common/animdecide.qh>
7 #include <common/effects/all.inc>
8 #include <common/effects/all.qh>
9 #include <common/ent_cs.qh>
10 #include <common/gamemodes/_mod.qh>
11 #include <common/mapinfo.qh>
12 #include <common/physics/movetypes/movetypes.qh>
13 #include <common/physics/player.qh>
14 #include <common/viewloc.qh>
15 #include <lib/csqcmodel/cl_model.qh>
16 #include <lib/csqcmodel/cl_player.qh>
17 #include <lib/csqcmodel/interpolate.qh>
26 void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
28 int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
31 if(this.lodmodelindex0 != this.modelindex)
33 string modelname = this.model;
36 vector mi = this.mins;
37 vector ma = this.maxs;
40 this.lodmodelindex0 = this.modelindex;
41 this.lodmodelindex1 = this.modelindex;
42 this.lodmodelindex2 = this.modelindex;
44 // FIXME: this only supports 3-letter extensions
45 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
51 this.lodmodelindex1 = this.modelindex;
54 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
60 this.lodmodelindex2 = this.modelindex;
63 _setmodel(this, modelname); // make everything normal again
64 setsize(this, mi, ma);
68 if(detailreduction <= 0)
70 if(detailreduction <= -2)
71 this.modelindex = this.lodmodelindex2;
72 else if(detailreduction <= -1)
73 this.modelindex = this.lodmodelindex1;
75 this.modelindex = this.lodmodelindex0;
79 float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
80 float f = (distance * current_viewzoom + 100.0) * detailreduction;
81 f *= 1.0 / bound(0.01, view_quality, 1);
82 if(f > autocvar_cl_loddistance2)
83 this.modelindex = this.lodmodelindex2;
84 else if(f > autocvar_cl_loddistance1)
85 this.modelindex = this.lodmodelindex1;
87 this.modelindex = this.lodmodelindex0;
91 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
92 string forceplayermodels_model;
93 bool forceplayermodels_modelisgoodmodel;
94 int forceplayermodels_modelindex;
95 int forceplayermodels_skin;
97 string forceplayermodels_mymodel;
98 bool forceplayermodels_myisgoodmodel;
99 int forceplayermodels_mymodelindex;
101 bool forceplayermodels_attempted;
103 .string forceplayermodels_savemodel;
104 .int forceplayermodels_savemodelindex;
105 .int forceplayermodels_saveskin;
106 .int forceplayermodels_savecolormap;
108 .string forceplayermodels_isgoodmodel_mdl;
109 .bool forceplayermodels_isgoodmodel;
111 string forceplayermodels_goodmodel;
112 int forceplayermodels_goodmodelindex;
116 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
118 this.model = this.forceplayermodels_savemodel;
119 this.modelindex = this.forceplayermodels_savemodelindex;
120 this.skin = this.forceplayermodels_saveskin;
121 this.colormap = this.forceplayermodels_savecolormap;
123 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
125 this.forceplayermodels_savemodel = this.model;
126 this.forceplayermodels_savemodelindex = this.modelindex;
127 this.forceplayermodels_saveskin = this.skin;
128 this.forceplayermodels_savecolormap = this.colormap;
130 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
132 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
133 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
134 if(!this.forceplayermodels_isgoodmodel)
135 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
138 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
140 int cm = this.forceplayermodels_savecolormap;
141 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
143 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
144 goto skipforcemodels;
147 // which one is ALWAYS good?
148 if (!forceplayermodels_goodmodel)
151 precache_model(cvar_defstring("_cl_playermodel"));
152 _setmodel(e, cvar_defstring("_cl_playermodel"));
153 forceplayermodels_goodmodel = e.model;
154 forceplayermodels_goodmodelindex = e.modelindex;
158 // first, try finding it from the server
159 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
163 if(!isdemo()) // this is mainly cheat protection; not needed for demos
165 // trust server's idea of "own player model"
166 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
167 forceplayermodels_model = this.forceplayermodels_savemodel;
168 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
169 forceplayermodels_skin = this.forceplayermodels_saveskin;
170 forceplayermodels_attempted = 1;
175 // forcemodel finding
176 if(!forceplayermodels_attempted)
178 forceplayermodels_attempted = 1;
180 // only if this failed, find it out on our own
182 precache_model(autocvar__cl_playermodel);
183 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
184 forceplayermodels_modelisgoodmodel = fexists(e.model);
185 forceplayermodels_model = e.model;
186 forceplayermodels_modelindex = e.modelindex;
187 forceplayermodels_skin = autocvar__cl_playerskin;
191 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
194 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
195 forceplayermodels_myisgoodmodel = fexists(e.model);
196 forceplayermodels_mymodel = e.model;
197 forceplayermodels_mymodelindex = e.modelindex;
205 isfriend = (cm == 1024 + 17 * myteam);
207 isfriend = islocalplayer;
209 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
211 this.model = forceplayermodels_mymodel;
212 this.modelindex = forceplayermodels_mymodelindex;
213 this.skin = autocvar_cl_forcemyplayerskin;
215 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
217 this.model = forceplayermodels_model;
218 this.modelindex = forceplayermodels_modelindex;
219 this.skin = forceplayermodels_skin;
221 else if(this.forceplayermodels_isgoodmodel)
223 this.model = this.forceplayermodels_savemodel;
224 this.modelindex = this.forceplayermodels_savemodelindex;
225 this.skin = this.forceplayermodels_saveskin;
229 this.model = forceplayermodels_goodmodel;
230 this.modelindex = forceplayermodels_goodmodelindex;
231 this.skin = this.forceplayermodels_saveskin;
234 LABEL(skipforcemodels)
236 if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
237 goto skipforcecolors;
239 // forceplayercolors too
242 // own team's color is never forced
243 int forcecolor_friend = 0;
244 int forcecolor_enemy = 0;
247 if(autocvar_cl_forcemyplayercolors)
248 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
249 if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
250 || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
251 forcecolor_enemy = 1024 + autocvar__cl_color;
253 if(forcecolor_enemy && !forcecolor_friend)
255 // only enemy color is forced?
256 // verify it is not equal to the friend color
257 if(forcecolor_enemy == 1024 + 17 * myteam)
258 forcecolor_enemy = 0;
261 if(forcecolor_friend && !forcecolor_enemy)
263 // only friend color is forced?
264 // verify it is not equal to the enemy color
265 for(tm = teams.sort_next; tm; tm = tm.sort_next)
266 // note: we even compare against our own team.
267 // if we rejected because we matched our OWN team color,
268 // this is not bad; we then simply keep our color as is
270 if(forcecolor_friend == 1024 + 17 * tm.team)
271 forcecolor_friend = 0;
274 if(cm == 1024 + 17 * myteam)
276 if(forcecolor_friend)
277 this.colormap = forcecolor_friend;
282 this.colormap = forcecolor_enemy;
287 if(autocvar_cl_forcemyplayercolors && islocalplayer)
288 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
289 else if(autocvar_cl_forceplayercolors)
290 this.colormap = player_localnum + 1;
293 LABEL(skipforcecolors)
295 if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
297 this.glowmod = '0 0 0';
302 // GLOWMOD AND DEATH FADING
303 if(this.colormap > 0)
304 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
306 this.glowmod = '1 1 1';
308 if(autocvar_cl_deathglow > 0)
310 if(this.csqcmodel_isdead)
312 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
313 if(this.colormap > 0)
315 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
316 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
317 if (this.glowmod == '0 0 0')
318 this.glowmod.x = 0.000001;
322 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
325 // FEATURE: fallback frames
326 .int csqcmodel_saveframe;
327 .int csqcmodel_saveframe2;
328 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
329 .int csqcmodel_saveframe3;
330 .int csqcmodel_saveframe4;
332 .int csqcmodel_framecount;
334 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
335 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
337 this.frame = this.csqcmodel_saveframe;
338 this.frame2 = this.csqcmodel_saveframe2;
339 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
340 this.frame3 = this.csqcmodel_saveframe3;
341 this.frame4 = this.csqcmodel_saveframe4;
344 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
346 this.csqcmodel_saveframe = this.frame;
347 this.csqcmodel_saveframe2 = this.frame2;
348 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
349 this.csqcmodel_saveframe3 = this.frame3;
350 this.csqcmodel_saveframe4 = this.frame4;
353 // hack for death animations: set their frametime to zero in case a
357 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
358 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
359 this.ft = this.death_time; \
361 FIX_FRAMETIME(frame, frame1time);
362 FIX_FRAMETIME(frame2, frame2time);
363 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
364 FIX_FRAMETIME(frame3, frame3time);
365 FIX_FRAMETIME(frame4, frame4time);
368 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
370 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
372 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
374 int CSQCPlayer_FallbackFrame(entity this, int f)
377 if(frameduration(this.modelindex, f) > 0)
378 return f; // goooooood
379 if(frameduration(this.modelindex, 1) <= 0)
380 return f; // this is a static model. We can't fix it if we wanted to
383 case 23: return 11; // anim_melee -> anim_shoot
384 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
385 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
386 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
387 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
388 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
389 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
390 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
392 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
395 void CSQCPlayer_FallbackFrame_Apply(entity this)
397 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
398 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
399 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
400 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
401 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
405 // FEATURE: auto tag_index
407 .int tag_entity_lastmodelindex;
409 void CSQCModel_AutoTagIndex_Apply(entity this)
411 if(this.tag_entity && wasfreed(this.tag_entity))
412 this.tag_entity = NULL;
414 MUTATOR_CALLHOOK(TagIndex_Update, this);
416 if(this.tag_networkentity)
420 if(this.tag_entity.entnum != this.tag_networkentity)
422 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
426 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
427 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
429 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
432 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
434 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
441 // the best part is: IT EXISTS
442 if(substring(this.model, 0, 14) == "models/weapons")
444 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
446 this.tag_index = gettagindex(this.tag_entity, "weapon");
448 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
451 // we need to prevent this from 'appening
452 this.tag_entity = NULL;
454 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
457 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
459 skeleton_loadinfo(this.tag_entity);
460 this.tag_index = this.tag_entity.bone_weapon;
464 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
466 this.tag_index = gettagindex(this.tag_entity, "shot");
468 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
471 MUTATOR_CALLHOOK(TagIndex_Apply, this);
475 // damn, see you next frame
482 void CSQCModel_Effects_PreUpdate(entity this)
484 this.effects = this.csqcmodel_effects;
485 this.modelflags = this.csqcmodel_modelflags;
486 this.traileffect = this.csqcmodel_traileffect;
488 void Reset_ArcBeam();
489 void CSQCModel_Effects_PostUpdate(entity this)
491 if (this == csqcplayer) {
492 if (this.csqcmodel_teleported) {
496 this.csqcmodel_effects = this.effects;
497 this.csqcmodel_modelflags = this.modelflags;
498 this.csqcmodel_traileffect = this.traileffect;
501 if(this.csqcmodel_teleported)
502 Projectile_ResetTrail(this, this.origin);
505 void CSQCModel_Effects_Apply(entity this)
507 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
508 int tref = this.csqcmodel_traileffect;
510 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
512 this.traileffect = 0;
514 if(eff & EF_BRIGHTFIELD)
515 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
516 // ignoring EF_MUZZLEFLASH
517 if(eff & EF_BRIGHTLIGHT)
518 adddynamiclight(this.origin, 400, '3 3 3');
519 if(eff & EF_DIMLIGHT)
520 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
521 if((eff & EF_NODRAW) || (this.alpha < 0))
523 if(eff & EF_ADDITIVE)
524 this.renderflags |= RF_ADDITIVE;
526 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
528 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
529 // ignoring EF_NOGUNBOB
530 if(eff & EF_FULLBRIGHT)
531 this.renderflags |= RF_FULLBRIGHT;
534 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
535 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
537 if(eff & EF_STARDUST)
539 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
540 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
542 if(eff & EF_NOSHADOW)
543 this.renderflags |= RF_NOSHADOW;
544 if(eff & EF_NODEPTHTEST)
545 this.renderflags |= RF_DEPTHHACK;
546 // ignoring EF_SELECTABLE
547 if(eff & EF_DOUBLESIDED)
548 this.effects |= EF_DOUBLESIDED;
549 if(eff & EF_NOSELFSHADOW)
550 this.effects |= EF_NOSELFSHADOW;
551 if(eff & EF_DYNAMICMODELLIGHT)
552 this.renderflags |= RF_DYNAMICMODELLIGHT;
553 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
554 if(this.csqcmodel_modelflags & MF_ROCKET)
555 tref = EFFECT_TR_ROCKET.m_id;
556 if(this.csqcmodel_modelflags & MF_GRENADE)
557 tref = EFFECT_TR_GRENADE.m_id;
558 if(this.csqcmodel_modelflags & MF_GIB)
559 tref = EFFECT_TR_BLOOD.m_id;
560 if(this.csqcmodel_modelflags & MF_ROTATE)
562 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
563 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
564 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
565 this.renderflags |= RF_USEAXIS;
566 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
568 if(this.csqcmodel_modelflags & MF_TRACER)
569 tref = EFFECT_TR_WIZSPIKE.m_id;
570 if(this.csqcmodel_modelflags & MF_ZOMGIB)
571 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
572 if(this.csqcmodel_modelflags & MF_TRACER2)
573 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
574 if(this.csqcmodel_modelflags & MF_TRACER3)
575 tref = EFFECT_TR_VORESPIKE.m_id;
577 this.traileffect = tref;
580 Projectile_DrawTrail(this, this.origin);
582 Projectile_ResetTrail(this, this.origin);
584 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
585 this.renderflags |= RF_ADDITIVE;
586 // also special in CSQCPlayer_GlowMod_Apply
588 if(this.csqcmodel_modelflags & MF_ROCKET)
590 if(!this.snd_looping)
592 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
593 this.snd_looping = CH_TRIGGER_SINGLE;
600 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
601 this.snd_looping = 0;
607 .int csqcmodel_predraw_run;
609 .int anim_frame1time;
611 .int anim_frame2time;
613 .int anim_saveframe1time;
614 .int anim_saveframe2;
615 .int anim_saveframe2time;
616 .int anim_prev_pmove_flags;
617 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
619 if(this.csqcmodel_predraw_run == framecount)
621 this.csqcmodel_predraw_run = framecount;
623 if(!this.modelindex || this.model == "null")
626 if(this.snd_looping > 0)
628 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
629 this.snd_looping = 0;
634 this.drawmask = MASK_NORMAL;
636 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
638 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
639 CSQCPlayer_LOD_Apply(this, true);
643 skeleton_loadinfo(this);
644 bool doblend = (this.bone_upperbody >= 0);
645 CSQCPlayer_FallbackFrame_Apply(this);
648 skeleton_from_frames(this, this.csqcmodel_isdead);
652 free_skeleton_from_frames(this);
653 // just in case, clear these (we're animating in frame and frame3)
660 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
661 skeleton_loadinfo(this);
662 bool doblend = (this.bone_upperbody >= 0);
664 if(this == csqcplayer)
666 if(IS_ONGROUND(this))
668 this.anim_prev_pmove_flags = this.flags;
669 if(this.flags & FL_DUCKED)
670 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
671 else if(this.anim_state & ANIMSTATE_DUCK)
672 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
676 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
677 if(trace_startsolid || trace_fraction < 1)
679 // predicted clients handle smoothing in the prediction code
680 this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
682 animdecide_load_if_needed(this);
683 animdecide_setimplicitstate(this, onground);
684 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
686 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
687 sf |= CSQCMODEL_PROPERTY_FRAME;
688 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
689 sf |= CSQCMODEL_PROPERTY_FRAME2;
690 this.anim_saveframe = this.anim_frame;
691 this.anim_saveframe1time = this.anim_frame1time;
692 this.anim_saveframe2 = this.anim_frame2;
693 this.anim_saveframe2time = this.anim_frame2time;
694 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
695 // This ensures that .frame etc. are always written.
696 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
697 this.lerpfrac = (doblend ? 0.5 : 0);
698 this.frame = this.anim_frame;
699 this.frame1time = this.anim_frame1time;
700 this.frame2 = this.anim_frame2;
701 this.frame2time = this.anim_frame2time;
702 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
703 CSQCModel_InterpolateAnimation_2To4_Do(this);
706 skeleton_from_frames(this, this.csqcmodel_isdead);
710 free_skeleton_from_frames(this);
711 // just in case, clear these (we're animating in frame and frame3)
718 CSQCPlayer_LOD_Apply(this, false);
720 CSQCModel_AutoTagIndex_Apply(this);
722 CSQCModel_Effects_Apply(this);
725 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
727 // interpolate v_angle
728 this.iflags |= IFLAG_V_ANGLE_X;
729 // revert to values from server
730 CSQCModel_Effects_PreUpdate(this);
731 if((this.isplayermodel & ISPLAYER_MODEL))
734 CSQCPlayer_FallbackFrame_PreUpdate(this);
735 CSQCPlayer_ModelAppearance_PreUpdate(this);
739 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
741 // is it a player model? (shared state)
742 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
743 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
744 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
746 // save values set by server
747 if((this.isplayermodel & ISPLAYER_MODEL))
749 CSQCPlayer_ModelAppearance_PostUpdate(this);
751 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
753 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
755 CSQCModel_Effects_PostUpdate(this);