4 #include "miscfunctions.qh"
5 #include "player_skeleton.qh"
9 #include "../client/autocvars.qh"
10 #include "../client/weapons/projectile.qh"
12 #include "../common/animdecide.qh"
13 #include "../common/csqcmodel_settings.qh"
14 #include "../common/teams.qh"
16 #include "../csqcmodellib/cl_model.qh"
17 #include "../csqcmodellib/cl_player.qh"
18 #include "../csqcmodellib/interpolate.qh"
20 #include "../warpzonelib/mathlib.qh"
29 void CSQCModel_Hook_PreDraw(bool isplayer);
37 void CSQCPlayer_LOD_Apply(void)
40 if(self.lodmodelindex0 != self.modelindex)
42 string modelname = self.model;
45 vector mi = self.mins;
46 vector ma = self.maxs;
49 self.lodmodelindex0 = self.modelindex;
50 self.lodmodelindex1 = self.modelindex;
51 self.lodmodelindex2 = self.modelindex;
53 // FIXME: this only supports 3-letter extensions
54 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
60 self.lodmodelindex1 = self.modelindex;
63 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
69 self.lodmodelindex2 = self.modelindex;
72 setmodel(self, modelname); // make everything normal again
73 setsize(self, mi, ma);
77 if(autocvar_cl_playerdetailreduction <= 0)
79 if(autocvar_cl_playerdetailreduction <= -2)
80 self.modelindex = self.lodmodelindex2;
81 else if(autocvar_cl_playerdetailreduction <= -1)
82 self.modelindex = self.lodmodelindex1;
84 self.modelindex = self.lodmodelindex0;
88 float distance = vlen(self.origin - view_origin);
89 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
90 f *= 1.0 / bound(0.01, view_quality, 1);
91 if(f > autocvar_cl_loddistance2)
92 self.modelindex = self.lodmodelindex2;
93 else if(f > autocvar_cl_loddistance1)
94 self.modelindex = self.lodmodelindex1;
96 self.modelindex = self.lodmodelindex0;
100 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
101 string forceplayermodels_model;
102 bool forceplayermodels_modelisgoodmodel;
103 int forceplayermodels_modelindex;
104 int forceplayermodels_skin;
106 string forceplayermodels_mymodel;
107 bool forceplayermodels_myisgoodmodel;
108 int forceplayermodels_mymodelindex;
110 bool forceplayermodels_attempted;
112 .string forceplayermodels_savemodel;
113 .int forceplayermodels_savemodelindex;
114 .int forceplayermodels_saveskin;
115 .int forceplayermodels_savecolormap;
117 .string forceplayermodels_isgoodmodel_mdl;
118 .bool forceplayermodels_isgoodmodel;
120 string forceplayermodels_goodmodel;
121 int forceplayermodels_goodmodelindex;
126 void CSQCPlayer_ModelAppearance_PreUpdate(void)
128 self.model = self.forceplayermodels_savemodel;
129 self.modelindex = self.forceplayermodels_savemodelindex;
130 self.skin = self.forceplayermodels_saveskin;
131 self.colormap = self.forceplayermodels_savecolormap;
133 void CSQCPlayer_ModelAppearance_PostUpdate(void)
135 self.forceplayermodels_savemodel = self.model;
136 self.forceplayermodels_savemodelindex = self.modelindex;
137 self.forceplayermodels_saveskin = self.skin;
138 self.forceplayermodels_savecolormap = self.colormap;
140 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
142 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
143 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
144 if(!self.forceplayermodels_isgoodmodel)
145 printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
148 void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
151 // which one is ALWAYS good?
152 if (!forceplayermodels_goodmodel)
156 precache_model(cvar_defstring("_cl_playermodel"));
157 setmodel(e, cvar_defstring("_cl_playermodel"));
158 forceplayermodels_goodmodel = e.model;
159 forceplayermodels_goodmodelindex = e.modelindex;
163 // first, try finding it from the server
164 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
168 if(!isdemo()) // this is mainly cheat protection; not needed for demos
170 // trust server's idea of "own player model"
171 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
172 forceplayermodels_model = self.forceplayermodels_savemodel;
173 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
174 forceplayermodels_skin = self.forceplayermodels_saveskin;
175 forceplayermodels_attempted = 1;
180 // forcemodel finding
181 if(!forceplayermodels_attempted)
183 forceplayermodels_attempted = 1;
185 // only if this failed, find it out on our own
188 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
189 forceplayermodels_modelisgoodmodel = fexists(e.model);
190 forceplayermodels_model = e.model;
191 forceplayermodels_modelindex = e.modelindex;
192 forceplayermodels_skin = autocvar__cl_playerskin;
196 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
200 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
201 forceplayermodels_myisgoodmodel = fexists(e.model);
202 forceplayermodels_mymodel = e.model;
203 forceplayermodels_mymodelindex = e.modelindex;
210 cm = self.forceplayermodels_savecolormap;
211 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
214 isfriend = (cm == 1024 + 17 * myteam);
216 isfriend = islocalplayer;
218 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
220 self.model = forceplayermodels_mymodel;
221 self.modelindex = forceplayermodels_mymodelindex;
222 self.skin = autocvar_cl_forcemyplayerskin;
224 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
226 self.model = forceplayermodels_model;
227 self.modelindex = forceplayermodels_modelindex;
228 self.skin = forceplayermodels_skin;
230 else if(self.forceplayermodels_isgoodmodel)
232 self.model = self.forceplayermodels_savemodel;
233 self.modelindex = self.forceplayermodels_savemodelindex;
234 self.skin = self.forceplayermodels_saveskin;
238 self.model = forceplayermodels_goodmodel;
239 self.modelindex = forceplayermodels_goodmodelindex;
240 self.skin = self.forceplayermodels_saveskin;
243 // forceplayercolors too
246 // own team's color is never forced
247 int forcecolor_friend = 0;
248 int forcecolor_enemy = 0;
251 if(autocvar_cl_forcemyplayercolors)
252 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
253 if(autocvar_cl_forceplayercolors && team_count == 2)
254 forcecolor_enemy = 1024 + autocvar__cl_color;
256 if(forcecolor_enemy && !forcecolor_friend)
258 // only enemy color is forced?
259 // verify it is not equal to the friend color
260 if(forcecolor_enemy == 1024 + 17 * myteam)
261 forcecolor_enemy = 0;
264 if(forcecolor_friend && !forcecolor_enemy)
266 // only friend color is forced?
267 // verify it is not equal to the enemy color
268 for(tm = teams.sort_next; tm; tm = tm.sort_next)
269 // note: we even compare against our own team.
270 // if we rejected because we matched our OWN team color,
271 // this is not bad; we then simply keep our color as is
273 if(forcecolor_friend == 1024 + 17 * tm.team)
274 forcecolor_friend = 0;
277 if(cm == 1024 + 17 * myteam)
279 if(forcecolor_friend)
280 self.colormap = forcecolor_friend;
285 self.colormap = forcecolor_enemy;
290 if(autocvar_cl_forcemyplayercolors && islocalplayer)
291 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
292 else if(autocvar_cl_forceplayercolors)
293 self.colormap = player_localnum + 1;
296 // GLOWMOD AND DEATH FADING
297 if(self.colormap > 0)
298 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, true) * 2;
300 self.glowmod = '1 1 1';
302 if(autocvar_cl_deathglow > 0)
304 if(self.csqcmodel_isdead)
306 // Fade out to black now...
307 if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
310 self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
311 self.glowmod_x = max(self.glowmod.x, 0.0001);
312 self.glowmod_y = max(self.glowmod.y, 0.0001);
313 self.glowmod_z = max(self.glowmod.z, 0.0001);
315 else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
318 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod));
321 // FEATURE: fallback frames
322 .int csqcmodel_saveframe;
323 .int csqcmodel_saveframe2;
324 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
325 .int csqcmodel_saveframe3;
326 .int csqcmodel_saveframe4;
328 .int csqcmodel_framecount;
330 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
331 void CSQCPlayer_FallbackFrame_PreUpdate(void)
333 self.frame = self.csqcmodel_saveframe;
334 self.frame2 = self.csqcmodel_saveframe2;
335 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
336 self.frame3 = self.csqcmodel_saveframe3;
337 self.frame4 = self.csqcmodel_saveframe4;
340 void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
342 self.csqcmodel_saveframe = self.frame;
343 self.csqcmodel_saveframe2 = self.frame2;
344 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
345 self.csqcmodel_saveframe3 = self.frame3;
346 self.csqcmodel_saveframe4 = self.frame4;
349 // hack for death animations: set their frametime to zero in case a
353 #define FIX_FRAMETIME(f,ft) do { \
354 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
355 self.ft = self.death_time; \
357 FIX_FRAMETIME(frame, frame1time);
358 FIX_FRAMETIME(frame2, frame2time);
359 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
360 FIX_FRAMETIME(frame3, frame3time);
361 FIX_FRAMETIME(frame4, frame4time);
364 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
366 void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
368 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
370 int CSQCPlayer_FallbackFrame(int f)
372 if(frameduration(self.modelindex, f) > 0)
373 return f; // goooooood
374 if(frameduration(self.modelindex, 1) <= 0)
375 return f; // this is a static model. We can't fix it if we wanted to
378 case 23: return 11; // anim_melee -> anim_shoot
379 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
380 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
381 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
382 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
383 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
384 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
385 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
387 printf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
390 void CSQCPlayer_FallbackFrame_Apply(void)
392 self.frame = CSQCPlayer_FallbackFrame(self.frame);
393 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
394 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
395 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
396 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
400 // FEATURE: auto tag_index
402 .int tag_entity_lastmodelindex;
404 void CSQCModel_AutoTagIndex_Apply(void)
406 if(self.tag_entity && wasfreed(self.tag_entity))
407 self.tag_entity = world;
409 if(self.tag_networkentity)
413 if(self.tag_entity.entnum != self.tag_networkentity)
415 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
419 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
420 if(self.tag_entity.classname == "csqcmodel")
422 entity oldself = self;
423 self = self.tag_entity;
424 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
428 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
430 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
437 // the best part is: IT EXISTS
438 if(substring(self.model, 0, 17) == "models/weapons/v_")
440 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
442 self.tag_index = gettagindex(self.tag_entity, "weapon");
444 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
447 // we need to prevent this from 'appening
448 self.tag_entity = world;
450 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
453 else if(self.tag_entity.isplayermodel)
455 skeleton_loadinfo(self.tag_entity);
456 self.tag_index = self.tag_entity.bone_weapon;
460 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
462 self.tag_index = gettagindex(self.tag_entity, "shot");
464 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
469 // damn, see you next frame
476 // FEATURE: EF_NODRAW workalike
477 const int EF_BRIGHTFIELD = 1;
478 const int EF_BRIGHTLIGHT = 4;
479 const int EF_DIMLIGHT = 8;
480 const int EF_DOUBLESIDED = 32768;
481 const int EF_NOSELFSHADOW = 65536;
482 const int EF_DYNAMICMODELLIGHT = 131072;
483 const int EF_RESTARTANIM_BIT = 1048576;
484 const int EF_TELEPORT_BIT = 2097152;
485 const int MF_ROCKET = 1; // leave a trail
486 const int MF_GRENADE = 2; // leave a trail
487 const int MF_GIB = 4; // leave a trail
488 const int MF_ROTATE = 8; // rotate (bonus items)
489 const int MF_TRACER = 16; // green split trail
490 const int MF_ZOMGIB = 32; // small blood trail
491 const int MF_TRACER2 = 64; // orange split trail
492 const int MF_TRACER3 = 128; // purple trail
493 .int csqcmodel_effects;
494 .int csqcmodel_modelflags;
495 void CSQCModel_Effects_PreUpdate(void)
497 self.effects = self.csqcmodel_effects;
498 self.modelflags = self.csqcmodel_modelflags;
500 void Reset_ArcBeam(void);
501 void CSQCModel_Effects_PostUpdate(void)
503 if (self == csqcplayer) {
504 if (self.csqcmodel_teleported) {
508 self.csqcmodel_effects = self.effects;
509 self.csqcmodel_modelflags = self.modelflags;
512 if(self.csqcmodel_teleported)
513 Projectile_ResetTrail(self.origin);
516 void CSQCModel_Effects_Apply(void)
518 int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
520 self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
522 self.traileffect = 0;
524 if(eff & EF_BRIGHTFIELD)
525 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
526 // ignoring EF_MUZZLEFLASH
527 if(eff & EF_BRIGHTLIGHT)
528 adddynamiclight(self.origin, 400, '3 3 3');
529 if(eff & EF_DIMLIGHT)
530 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
531 if((eff & EF_NODRAW) || (self.alpha < 0))
533 if(eff & EF_ADDITIVE)
534 self.renderflags |= RF_ADDITIVE;
536 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
538 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
539 // ignoring EF_NOGUNBOB
540 if(eff & EF_FULLBRIGHT)
541 self.renderflags |= RF_FULLBRIGHT;
543 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
544 if(eff & EF_STARDUST)
545 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
546 if(eff & EF_NOSHADOW)
547 self.renderflags |= RF_NOSHADOW;
548 if(eff & EF_NODEPTHTEST)
549 self.renderflags |= RF_DEPTHHACK;
550 // ignoring EF_SELECTABLE
551 if(eff & EF_DOUBLESIDED)
552 self.effects |= EF_DOUBLESIDED;
553 if(eff & EF_NOSELFSHADOW)
554 self.effects |= EF_NOSELFSHADOW;
555 if(eff & EF_DYNAMICMODELLIGHT)
556 self.renderflags |= RF_DYNAMICMODELLIGHT;
557 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
558 if(self.csqcmodel_modelflags & MF_ROCKET)
559 self.traileffect = particleeffectnum("TR_ROCKET");
560 if(self.csqcmodel_modelflags & MF_GRENADE)
561 self.traileffect = particleeffectnum("TR_GRENADE");
562 if(self.csqcmodel_modelflags & MF_GIB)
563 self.traileffect = particleeffectnum("TR_BLOOD");
564 if(self.csqcmodel_modelflags & MF_ROTATE)
566 self.renderflags |= RF_USEAXIS;
567 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
569 if(self.csqcmodel_modelflags & MF_TRACER)
570 self.traileffect = particleeffectnum("TR_WIZSPIKE");
571 if(self.csqcmodel_modelflags & MF_ZOMGIB)
572 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
573 if(self.csqcmodel_modelflags & MF_TRACER2)
574 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
575 if(self.csqcmodel_modelflags & MF_TRACER3)
576 self.traileffect = particleeffectnum("TR_VORESPIKE");
579 Projectile_DrawTrail(self.origin);
581 Projectile_ResetTrail(self.origin);
583 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
584 self.renderflags |= RF_ADDITIVE;
585 // also special in CSQCPlayer_GlowMod_Apply
587 if(self.csqcmodel_modelflags & MF_ROCKET)
589 if(!self.snd_looping)
591 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
592 self.snd_looping = CH_TRIGGER_SINGLE;
599 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
600 self.snd_looping = 0;
605 void CSQCPlayer_Precache()
607 precache_sound("misc/jetpack_fly.wav");
611 .int csqcmodel_predraw_run;
613 .int anim_frame1time;
615 .int anim_frame2time;
617 .int anim_saveframe1time;
618 .int anim_saveframe2;
619 .int anim_saveframe2time;
620 .int anim_prev_pmove_flags;
621 void CSQCModel_Hook_PreDraw(bool isplayer)
623 if(self.csqcmodel_predraw_run == framecount)
625 self.csqcmodel_predraw_run = framecount;
627 if(!self.modelindex || self.model == "null")
633 self.drawmask = MASK_NORMAL;
635 if(self.isplayermodel) // this checks if it's a player MODEL!
637 CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
638 CSQCPlayer_LOD_Apply();
641 skeleton_loadinfo(self);
642 bool doblend = (self.bone_upperbody >= 0);
643 CSQCPlayer_FallbackFrame_Apply();
646 skeleton_from_frames(self, self.csqcmodel_isdead);
650 free_skeleton_from_frames(self);
651 // just in case, clear these (we're animating in frame and frame3)
658 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
659 skeleton_loadinfo(self);
660 bool doblend = (self.bone_upperbody >= 0);
662 if(self == csqcplayer)
664 if(self.pmove_flags & PMF_ONGROUND)
666 self.anim_prev_pmove_flags = self.pmove_flags;
667 if(self.pmove_flags & PMF_DUCKED)
668 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, false);
669 else if(self.anim_state & ANIMSTATE_DUCK)
670 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false);
674 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
675 if(trace_startsolid || trace_fraction < 1)
678 animdecide_load_if_needed(self);
679 animdecide_setimplicitstate(self, onground);
680 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
682 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
683 sf |= CSQCMODEL_PROPERTY_FRAME;
684 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
685 sf |= CSQCMODEL_PROPERTY_FRAME2;
686 self.anim_saveframe = self.anim_frame;
687 self.anim_saveframe1time = self.anim_frame1time;
688 self.anim_saveframe2 = self.anim_frame2;
689 self.anim_saveframe2time = self.anim_frame2time;
690 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
691 // This ensures that .frame etc. are always written.
692 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
693 self.lerpfrac = (doblend ? 0.5 : 0);
694 self.frame = self.anim_frame;
695 self.frame1time = self.anim_frame1time;
696 self.frame2 = self.anim_frame2;
697 self.frame2time = self.anim_frame2time;
698 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
699 CSQCModel_InterpolateAnimation_2To4_Do();
702 skeleton_from_frames(self, self.csqcmodel_isdead);
706 free_skeleton_from_frames(self);
707 // just in case, clear these (we're animating in frame and frame3)
714 CSQCModel_AutoTagIndex_Apply();
716 CSQCModel_Effects_Apply();
719 void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer)
721 // interpolate v_angle
722 self.iflags |= IFLAG_V_ANGLE_X;
723 // revert to values from server
724 CSQCModel_Effects_PreUpdate();
725 if(self.isplayermodel)
728 CSQCPlayer_FallbackFrame_PreUpdate();
729 CSQCPlayer_ModelAppearance_PreUpdate();
733 void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer)
735 // is it a player model? (shared state)
736 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
738 // save values set by server
739 if(self.isplayermodel)
741 CSQCPlayer_ModelAppearance_PostUpdate();
743 CSQCPlayer_AnimDecide_PostUpdate(isnew);
745 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
747 CSQCModel_Effects_PostUpdate();