1 void CSQCModel_Hook_PreDraw();
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
18 self.lodmodelindex0 = self.modelindex;
19 self.lodmodelindex1 = self.modelindex;
20 self.lodmodelindex2 = self.modelindex;
22 // FIXME: this only supports 3-letter extensions
23 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
29 self.lodmodelindex1 = self.modelindex;
32 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
38 self.lodmodelindex2 = self.modelindex;
41 setmodel(self, modelname); // make everything normal again
45 if(autocvar_cl_playerdetailreduction <= 0)
47 if(autocvar_cl_playerdetailreduction <= -2)
48 self.modelindex = self.lodmodelindex2;
49 else if(autocvar_cl_playerdetailreduction <= -1)
50 self.modelindex = self.lodmodelindex1;
52 self.modelindex = self.lodmodelindex0;
56 float distance = vlen(self.origin - other.origin);
57 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
58 f *= 1.0 / bound(0.01, view_quality, 1);
59 if(f > autocvar_cl_loddistance2)
60 self.modelindex = self.lodmodelindex2;
61 else if(f > autocvar_cl_loddistance1)
62 self.modelindex = self.lodmodelindex1;
64 self.modelindex = self.lodmodelindex0;
68 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
69 string forceplayermodels_model;
70 float forceplayermodels_modelisgoodmodel;
71 float forceplayermodels_modelindex;
72 float forceplayermodels_skin;
74 string forceplayermodels_mymodel;
75 float forceplayermodels_myisgoodmodel;
76 float forceplayermodels_mymodelindex;
78 float forceplayermodels_attempted;
80 .string forceplayermodels_savemodel;
81 .float forceplayermodels_savemodelindex;
82 .float forceplayermodels_saveskin;
83 .float forceplayermodels_savecolormap;
85 .string forceplayermodels_isgoodmodel_mdl;
86 .float forceplayermodels_isgoodmodel;
88 string forceplayermodels_goodmodel;
89 float forceplayermodels_goodmodelindex;
91 void CSQCPlayer_ForceModel_PreUpdate(void)
93 self.model = self.forceplayermodels_savemodel;
94 self.modelindex = self.forceplayermodels_savemodelindex;
95 self.skin = self.forceplayermodels_saveskin;
96 self.colormap = self.forceplayermodels_savecolormap;
98 void CSQCPlayer_ForceModel_PostUpdate(void)
100 self.forceplayermodels_savemodel = self.model;
101 self.forceplayermodels_savemodelindex = self.modelindex;
102 self.forceplayermodels_saveskin = self.skin;
103 self.forceplayermodels_savecolormap = self.colormap;
105 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
107 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
108 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
109 if(!self.forceplayermodels_isgoodmodel)
110 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
113 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
115 // which one is ALWAYS good?
116 if not(forceplayermodels_goodmodel)
120 precache_model(cvar_defstring("_cl_playermodel"));
121 setmodel(e, cvar_defstring("_cl_playermodel"));
122 forceplayermodels_goodmodel = e.model;
123 forceplayermodels_goodmodelindex = e.modelindex;
127 // first, try finding it from the server
128 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
132 // trust server's idea of "own player model"
133 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
134 forceplayermodels_model = self.forceplayermodels_savemodel;
135 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
136 forceplayermodels_skin = self.forceplayermodels_saveskin;
137 forceplayermodels_attempted = 1;
141 // forcemodel finding
142 if(!forceplayermodels_attempted)
144 forceplayermodels_attempted = 1;
146 // only if this failed, find it out on our own
149 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
150 forceplayermodels_modelisgoodmodel = fexists(e.model);
151 forceplayermodels_model = e.model;
152 forceplayermodels_modelindex = e.modelindex;
153 forceplayermodels_skin = autocvar__cl_playerskin;
157 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
161 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
162 forceplayermodels_myisgoodmodel = fexists(e.model);
163 forceplayermodels_mymodel = e.model;
164 forceplayermodels_mymodelindex = e.modelindex;
169 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
171 self.model = forceplayermodels_mymodel;
172 self.modelindex = forceplayermodels_mymodelindex;
173 self.skin = autocvar_cl_forcemyplayerskin;
175 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
177 self.model = forceplayermodels_model;
178 self.modelindex = forceplayermodels_modelindex;
179 self.skin = forceplayermodels_skin;
181 else if(self.forceplayermodels_isgoodmodel)
183 self.model = self.forceplayermodels_savemodel;
184 self.modelindex = self.forceplayermodels_savemodelindex;
185 self.skin = self.forceplayermodels_saveskin;
189 self.model = forceplayermodels_goodmodel;
190 self.modelindex = forceplayermodels_goodmodelindex;
191 self.skin = self.forceplayermodels_saveskin;
194 // forceplayercolors too
197 if(autocvar_cl_forcemyplayercolors && islocalplayer)
198 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
199 else if(autocvar_cl_forceplayercolors)
200 self.colormap = player_localnum + 1;
204 // FEATURE: fallback frames
205 .float csqcmodel_saveframe;
206 .float csqcmodel_saveframe2;
207 .float csqcmodel_saveframe3;
208 .float csqcmodel_saveframe4;
209 .float csqcmodel_framecount;
211 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
212 void CSQCPlayer_FallbackFrame_PreUpdate(void)
214 self.frame = self.csqcmodel_saveframe;
215 self.frame2 = self.csqcmodel_saveframe2;
216 self.frame3 = self.csqcmodel_saveframe3;
217 self.frame4 = self.csqcmodel_saveframe4;
219 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
221 self.csqcmodel_saveframe = self.frame;
222 self.csqcmodel_saveframe2 = self.frame2;
223 self.csqcmodel_saveframe3 = self.frame3;
224 self.csqcmodel_saveframe4 = self.frame4;
226 // hack for death animations: set their frametime to zero in case a
230 #define FIX_FRAMETIME(f,ft) \
231 if(IS_DEAD_FRAME(self.f)) \
233 self.ft = self.death_time; \
235 FIX_FRAMETIME(frame, frame1time)
236 FIX_FRAMETIME(frame2, frame2time)
237 FIX_FRAMETIME(frame3, frame3time)
238 FIX_FRAMETIME(frame4, frame4time)
240 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
242 float CSQCPlayer_FallbackFrame(float f)
244 if(frameduration(self.modelindex, f) > 0)
245 return f; // goooooood
248 case 23: return 11; // anim_melee -> anim_shoot
249 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
250 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
251 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
252 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
253 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
254 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
255 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
257 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
260 void CSQCPlayer_FallbackFrame_Apply(void)
262 self.frame = CSQCPlayer_FallbackFrame(self.frame);
263 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
264 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
265 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
268 // FEATURE: auto tag_index
270 .float tag_entity_lastmodelindex;
272 void CSQCModel_AutoTagIndex_Apply(void)
274 if(self.tag_entity && wasfreed(self.tag_entity))
275 self.tag_entity = world;
277 if(self.tag_networkentity)
281 if(self.tag_entity.entnum != self.tag_networkentity)
283 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
287 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
289 entity oldself = self;
290 self = self.tag_entity;
291 CSQCModel_Hook_PreDraw();
295 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
297 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
304 // the best part is: IT EXISTS
305 if(substring(self.model, 0, 17) == "models/weapons/v_")
306 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
308 self.tag_index = gettagindex(self.tag_entity, "weapon");
310 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
313 // we need to prevent this from 'appening
314 self.tag_entity = world;
316 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
320 if(substring(self.model, 0, 17) == "models/weapons/v_")
321 if(substring(self.tag_entity.model, 0, 14) == "models/player/")
323 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
325 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
328 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
330 self.tag_index = gettagindex(self.tag_entity, "shot");
332 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
337 // damn, see you next frame
344 // FEATURE: EF_NODRAW workalike
345 float EF_BRIGHTFIELD = 1;
346 float EF_BRIGHTLIGHT = 4;
347 float EF_DIMLIGHT = 8;
348 float EF_DOUBLESIDED = 32768;
349 float EF_NOSELFSHADOW = 65536;
350 float EF_DYNAMICMODELLIGHT = 131072;
351 float MF_ROCKET = 1; // leave a trail
352 float MF_GRENADE = 2; // leave a trail
353 float MF_GIB = 4; // leave a trail
354 float MF_ROTATE = 8; // rotate (bonus items)
355 float MF_TRACER = 16; // green split trail
356 float MF_ZOMGIB = 32; // small blood trail
357 float MF_TRACER2 = 64; // orange split trail
358 float MF_TRACER3 = 128; // purple trail
359 .float csqcmodel_effects;
360 .float csqcmodel_modelflags;
361 void CSQCModel_Effects_PreUpdate(void)
363 self.effects = self.csqcmodel_effects;
364 self.modelflags = self.csqcmodel_modelflags;
366 void CSQCModel_Effects_PostUpdate(void)
368 self.csqcmodel_effects = self.effects;
369 self.csqcmodel_modelflags = self.modelflags;
372 if(self.csqcmodel_teleported)
373 Projectile_ResetTrail(self.origin);
375 void CSQCModel_Effects_Apply(void)
377 float eff = self.csqcmodel_effects;
378 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
380 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
382 self.traileffect = 0;
384 if(eff & EF_BRIGHTFIELD)
385 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
386 // ignoring EF_MUZZLEFLASH
387 if(eff & EF_BRIGHTLIGHT)
388 adddynamiclight(self.origin, 400, '3 3 3');
389 if(eff & EF_DIMLIGHT)
390 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
391 if((eff & EF_NODRAW) || (self.alpha < 0))
393 if(eff & EF_ADDITIVE)
394 self.renderflags |= RF_ADDITIVE;
396 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
398 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
399 // ignoring EF_NOGUNBOB
400 if(eff & EF_FULLBRIGHT)
401 self.renderflags |= RF_FULLBRIGHT;
403 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
404 if(eff & EF_STARDUST)
405 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
406 if(eff & EF_NOSHADOW)
407 self.renderflags |= RF_NOSHADOW;
408 if(eff & EF_NODEPTHTEST)
409 self.renderflags |= RF_DEPTHHACK;
410 // ignoring EF_SELECTABLE
411 if(eff & EF_DOUBLESIDED)
412 self.effects |= EF_DOUBLESIDED;
413 if(eff & EF_NOSELFSHADOW)
414 self.effects |= EF_NOSELFSHADOW;
415 if(eff & EF_DYNAMICMODELLIGHT)
416 self.renderflags |= RF_DYNAMICMODELLIGHT;
417 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
418 if(self.csqcmodel_modelflags & MF_ROCKET)
419 self.traileffect = particleeffectnum("TR_ROCKET");
420 if(self.csqcmodel_modelflags & MF_GRENADE)
421 self.traileffect = particleeffectnum("TR_GRENADE");
422 if(self.csqcmodel_modelflags & MF_GIB)
423 self.traileffect = particleeffectnum("TR_BLOOD");
424 if(self.csqcmodel_modelflags & MF_ROTATE)
426 self.renderflags |= RF_USEAXIS;
427 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
429 if(self.csqcmodel_modelflags & MF_TRACER)
430 self.traileffect = particleeffectnum("TR_WIZSPIKE");
431 if(self.csqcmodel_modelflags & MF_ZOMGIB)
432 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
433 if(self.csqcmodel_modelflags & MF_TRACER2)
434 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
435 if(self.csqcmodel_modelflags & MF_TRACER3)
436 self.traileffect = particleeffectnum("TR_VORESPIKE");
439 Projectile_DrawTrail(self.origin);
441 Projectile_ResetTrail(self.origin);
443 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
444 self.renderflags |= RF_ADDITIVE;
445 // also special in CSQCPlayer_GlowMod_Apply
448 // FEATURE: auto glowmod
450 void CSQCPlayer_GlowMod_Apply(void)
452 float cm = self.colormap;
454 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
457 if(self.colormap > 0)
458 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
460 self.glowmod = '1 1 1';
462 if(autocvar_cl_deathglow > 0)
463 if(self.csqcmodel_isdead)
465 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
466 // prevent the zero vector
467 self.glowmod_x = max(self.glowmod_x, 0.0001);
468 self.glowmod_y = max(self.glowmod_y, 0.0001);
469 self.glowmod_z = max(self.glowmod_z, 0.0001);
474 .float csqcmodel_predraw_run;
475 void CSQCModel_Hook_PreDraw()
477 if(self.csqcmodel_predraw_run == framecount)
479 self.csqcmodel_predraw_run = framecount;
481 if(!self.modelindex || self.model == "null")
487 self.drawmask = MASK_NORMAL;
489 if(self.isplayermodel) // this checks if it's a player MODEL!
491 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
492 CSQCPlayer_GlowMod_Apply();
493 CSQCPlayer_LOD_Apply();
494 CSQCPlayer_FallbackFrame_Apply();
497 CSQCModel_AutoTagIndex_Apply();
499 CSQCModel_Effects_Apply();
502 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
504 // revert to values from server
505 CSQCModel_Effects_PreUpdate();
506 if(self.isplayermodel)
508 CSQCPlayer_FallbackFrame_PreUpdate();
509 CSQCPlayer_ForceModel_PreUpdate();
513 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
515 // is it a player model? (shared state)
516 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
518 // save values set by server
519 if(self.isplayermodel)
521 CSQCPlayer_ForceModel_PostUpdate();
522 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
524 CSQCModel_Effects_PostUpdate();