1 void CSQCModel_Hook_PreDraw(float isplayer);
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 and model color selection (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;
98 void CSQCPlayer_ModelAppearance_PreUpdate(void)
100 self.model = self.forceplayermodels_savemodel;
101 self.modelindex = self.forceplayermodels_savemodelindex;
102 self.skin = self.forceplayermodels_saveskin;
103 self.colormap = self.forceplayermodels_savecolormap;
105 void CSQCPlayer_ModelAppearance_PostUpdate(void)
107 self.forceplayermodels_savemodel = self.model;
108 self.forceplayermodels_savemodelindex = self.modelindex;
109 self.forceplayermodels_saveskin = self.skin;
110 self.forceplayermodels_savecolormap = self.colormap;
112 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
114 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
115 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
116 if(!self.forceplayermodels_isgoodmodel)
117 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
120 void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
122 // which one is ALWAYS good?
123 if not(forceplayermodels_goodmodel)
127 precache_model(cvar_defstring("_cl_playermodel"));
128 setmodel(e, cvar_defstring("_cl_playermodel"));
129 forceplayermodels_goodmodel = e.model;
130 forceplayermodels_goodmodelindex = e.modelindex;
134 // first, try finding it from the server
135 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
139 if(!isdemo()) // this is mainly cheat protection; not needed for demos
141 // trust server's idea of "own player model"
142 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
143 forceplayermodels_model = self.forceplayermodels_savemodel;
144 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
145 forceplayermodels_skin = self.forceplayermodels_saveskin;
146 forceplayermodels_attempted = 1;
151 // forcemodel finding
152 if(!forceplayermodels_attempted)
154 forceplayermodels_attempted = 1;
156 // only if this failed, find it out on our own
159 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
160 forceplayermodels_modelisgoodmodel = fexists(e.model);
161 forceplayermodels_model = e.model;
162 forceplayermodels_modelindex = e.modelindex;
163 forceplayermodels_skin = autocvar__cl_playerskin;
167 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
171 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
172 forceplayermodels_myisgoodmodel = fexists(e.model);
173 forceplayermodels_mymodel = e.model;
174 forceplayermodels_mymodelindex = e.modelindex;
181 cm = self.forceplayermodels_savecolormap;
182 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
185 isfriend = (cm == 1024 + 17 * myteam);
187 isfriend = islocalplayer;
189 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
191 self.model = forceplayermodels_mymodel;
192 self.modelindex = forceplayermodels_mymodelindex;
193 self.skin = autocvar_cl_forcemyplayerskin;
195 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
197 self.model = forceplayermodels_model;
198 self.modelindex = forceplayermodels_modelindex;
199 self.skin = forceplayermodels_skin;
201 else if(self.forceplayermodels_isgoodmodel)
203 self.model = self.forceplayermodels_savemodel;
204 self.modelindex = self.forceplayermodels_savemodelindex;
205 self.skin = self.forceplayermodels_saveskin;
209 self.model = forceplayermodels_goodmodel;
210 self.modelindex = forceplayermodels_goodmodelindex;
211 self.skin = self.forceplayermodels_saveskin;
214 //float selected_colormap = cm;
215 // forceplayercolors too
218 // own team's color is never forced
219 float forcecolor_friend = 0;
220 float forcecolor_enemy = 0;
221 float teams_count = 0;
224 for(tm = teams.sort_next; tm; tm = tm.sort_next)
225 if(tm.team != NUM_SPECTATOR)
228 if(autocvar_cl_forcemyplayercolors)
229 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
230 if(autocvar_cl_forceplayercolors && teams_count == 2)
231 forcecolor_enemy = 1024 + autocvar__cl_color;
233 if(forcecolor_enemy && !forcecolor_friend)
235 // only enemy color is forced?
236 // verify it is not equal to the friend color
237 if(forcecolor_enemy == 1024 + 17 * myteam)
238 forcecolor_enemy = 0;
241 if(forcecolor_friend && !forcecolor_enemy)
243 // only friend color is forced?
244 // verify it is not equal to the enemy color
245 for(tm = teams.sort_next; tm; tm = tm.sort_next)
246 // note: we even compare against our own team.
247 // if we rejected because we matched our OWN team color,
248 // this is not bad; we then simply keep our color as is
250 if(forcecolor_friend == 1024 + 17 * tm.team)
251 forcecolor_friend = 0;
254 if(cm == 1024 + 17 * myteam)
256 if(forcecolor_friend)
257 self.colormap = forcecolor_friend;
262 self.colormap = forcecolor_enemy;
267 if(autocvar_cl_forcemyplayercolors && islocalplayer)
268 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
269 else if(autocvar_cl_forceplayercolors)
270 self.colormap = player_localnum + 1;
273 if(self.colormap > 0)
274 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
276 self.glowmod = '1 1 1';
278 if(autocvar_cl_deathglow > 0)
280 if(self.csqcmodel_isdead)
282 // Fade out to black now...
283 if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
286 self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
287 self.glowmod_x = max(self.glowmod_x, 0.0001);
288 self.glowmod_y = max(self.glowmod_y, 0.0001);
289 self.glowmod_z = max(self.glowmod_z, 0.0001);
291 else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
294 //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
297 /*// FEATURE: auto glowmod
299 void CSQCPlayer_GlowMod_Apply(void)
301 float cm = self.colormap;
303 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
306 if(self.colormap > 0)
307 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
309 self.glowmod = '1 1 1';
311 if(self.colormod != '0 0 0') { self.colormod = '0 0 0'; }
313 if(autocvar_cl_deathglow > 0)
315 if(self.csqcmodel_isdead)
318 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
319 // prevent the zero vector
320 self.glowmod_x = max(self.glowmod_x, 0.0001);
321 self.glowmod_y = max(self.glowmod_y, 0.0001);
322 self.glowmod_z = max(self.glowmod_z, 0.0001);
327 print(sprintf("CSQCPlayer_GlowMod_Apply(): state = %s, colormap = %f, colormod = %s, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), cm, vtos(self.colormod), vtos(self.glowmod)));
330 // FEATURE: fallback frames
331 .float csqcmodel_saveframe;
332 .float csqcmodel_saveframe2;
333 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
334 .float csqcmodel_saveframe3;
335 .float csqcmodel_saveframe4;
337 .float csqcmodel_framecount;
339 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
340 void CSQCPlayer_FallbackFrame_PreUpdate(void)
342 self.frame = self.csqcmodel_saveframe;
343 self.frame2 = self.csqcmodel_saveframe2;
344 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
345 self.frame3 = self.csqcmodel_saveframe3;
346 self.frame4 = self.csqcmodel_saveframe4;
349 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
351 self.csqcmodel_saveframe = self.frame;
352 self.csqcmodel_saveframe2 = self.frame2;
353 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
354 self.csqcmodel_saveframe3 = self.frame3;
355 self.csqcmodel_saveframe4 = self.frame4;
358 // hack for death animations: set their frametime to zero in case a
362 #define FIX_FRAMETIME(f,ft) \
363 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
365 self.ft = self.death_time; \
367 FIX_FRAMETIME(frame, frame1time)
368 FIX_FRAMETIME(frame2, frame2time)
369 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
370 FIX_FRAMETIME(frame3, frame3time)
371 FIX_FRAMETIME(frame4, frame4time)
374 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
376 void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
378 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
380 float CSQCPlayer_FallbackFrame(float f)
382 if(frameduration(self.modelindex, f) > 0)
383 return f; // goooooood
384 if(frameduration(self.modelindex, 1) <= 0)
385 return f; // this is a static model. We can't fix it if we wanted to
388 case 23: return 11; // anim_melee -> anim_shoot
389 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
390 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
391 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
392 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
393 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
394 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
395 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
397 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
400 void CSQCPlayer_FallbackFrame_Apply(void)
402 self.frame = CSQCPlayer_FallbackFrame(self.frame);
403 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
404 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
405 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
406 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
410 // FEATURE: auto tag_index
412 .float tag_entity_lastmodelindex;
414 void CSQCModel_AutoTagIndex_Apply(void)
416 if(self.tag_entity && wasfreed(self.tag_entity))
417 self.tag_entity = world;
419 if(self.tag_networkentity)
423 if(self.tag_entity.entnum != self.tag_networkentity)
425 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
429 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
430 if(self.tag_entity.classname == "csqcmodel")
432 entity oldself = self;
433 self = self.tag_entity;
434 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
438 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
440 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
447 // the best part is: IT EXISTS
448 if(substring(self.model, 0, 17) == "models/weapons/v_")
450 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
452 self.tag_index = gettagindex(self.tag_entity, "weapon");
454 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
457 // we need to prevent this from 'appening
458 self.tag_entity = world;
460 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
463 else if(self.tag_entity.isplayermodel)
465 skeleton_loadinfo(self.tag_entity);
466 self.tag_index = self.tag_entity.bone_weapon;
470 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
472 self.tag_index = gettagindex(self.tag_entity, "shot");
474 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
479 // damn, see you next frame
486 // FEATURE: EF_NODRAW workalike
487 float EF_BRIGHTFIELD = 1;
488 float EF_BRIGHTLIGHT = 4;
489 float EF_DIMLIGHT = 8;
490 float EF_DOUBLESIDED = 32768;
491 float EF_NOSELFSHADOW = 65536;
492 float EF_DYNAMICMODELLIGHT = 131072;
493 float EF_RESTARTANIM_BIT = 1048576;
494 float EF_TELEPORT_BIT = 2097152;
495 float MF_ROCKET = 1; // leave a trail
496 float MF_GRENADE = 2; // leave a trail
497 float MF_GIB = 4; // leave a trail
498 float MF_ROTATE = 8; // rotate (bonus items)
499 float MF_TRACER = 16; // green split trail
500 float MF_ZOMGIB = 32; // small blood trail
501 float MF_TRACER2 = 64; // orange split trail
502 float MF_TRACER3 = 128; // purple trail
503 .float csqcmodel_effects;
504 .float csqcmodel_modelflags;
505 void CSQCModel_Effects_PreUpdate(void)
507 self.effects = self.csqcmodel_effects;
508 self.modelflags = self.csqcmodel_modelflags;
510 void CSQCModel_Effects_PostUpdate(void)
512 self.csqcmodel_effects = self.effects;
513 self.csqcmodel_modelflags = self.modelflags;
516 if(self.csqcmodel_teleported)
517 Projectile_ResetTrail(self.origin);
520 void CSQCModel_Effects_Apply(void)
522 float eff = self.csqcmodel_effects;
523 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
525 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
527 self.traileffect = 0;
529 if(eff & EF_BRIGHTFIELD)
530 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
531 // ignoring EF_MUZZLEFLASH
532 if(eff & EF_BRIGHTLIGHT)
533 adddynamiclight(self.origin, 400, '3 3 3');
534 if(eff & EF_DIMLIGHT)
535 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
536 if((eff & EF_NODRAW) || (self.alpha < 0))
538 if(eff & EF_ADDITIVE)
539 self.renderflags |= RF_ADDITIVE;
541 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
543 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
544 // ignoring EF_NOGUNBOB
545 if(eff & EF_FULLBRIGHT)
546 self.renderflags |= RF_FULLBRIGHT;
548 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
549 if(eff & EF_STARDUST)
550 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
551 if(eff & EF_NOSHADOW)
552 self.renderflags |= RF_NOSHADOW;
553 if(eff & EF_NODEPTHTEST)
554 self.renderflags |= RF_DEPTHHACK;
555 // ignoring EF_SELECTABLE
556 if(eff & EF_DOUBLESIDED)
557 self.effects |= EF_DOUBLESIDED;
558 if(eff & EF_NOSELFSHADOW)
559 self.effects |= EF_NOSELFSHADOW;
560 if(eff & EF_DYNAMICMODELLIGHT)
561 self.renderflags |= RF_DYNAMICMODELLIGHT;
562 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
563 if(self.csqcmodel_modelflags & MF_ROCKET)
564 self.traileffect = particleeffectnum("TR_ROCKET");
565 if(self.csqcmodel_modelflags & MF_GRENADE)
566 self.traileffect = particleeffectnum("TR_GRENADE");
567 if(self.csqcmodel_modelflags & MF_GIB)
568 self.traileffect = particleeffectnum("TR_BLOOD");
569 if(self.csqcmodel_modelflags & MF_ROTATE)
571 self.renderflags |= RF_USEAXIS;
572 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
574 if(self.csqcmodel_modelflags & MF_TRACER)
575 self.traileffect = particleeffectnum("TR_WIZSPIKE");
576 if(self.csqcmodel_modelflags & MF_ZOMGIB)
577 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
578 if(self.csqcmodel_modelflags & MF_TRACER2)
579 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
580 if(self.csqcmodel_modelflags & MF_TRACER3)
581 self.traileffect = particleeffectnum("TR_VORESPIKE");
584 Projectile_DrawTrail(self.origin);
586 Projectile_ResetTrail(self.origin);
588 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
589 self.renderflags |= RF_ADDITIVE;
590 // also special in CSQCPlayer_GlowMod_Apply
592 if(self.csqcmodel_modelflags & MF_ROCKET)
594 if(!self.snd_looping)
596 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
597 self.snd_looping = CH_TRIGGER_SINGLE;
604 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
605 self.snd_looping = 0;
610 void CSQCPlayer_Precache()
612 precache_sound("misc/jetpack_fly.wav");
616 .float csqcmodel_predraw_run;
618 .float anim_frame1time;
620 .float anim_frame2time;
621 .float anim_saveframe;
622 .float anim_saveframe1time;
623 .float anim_saveframe2;
624 .float anim_saveframe2time;
625 .float anim_prev_pmove_flags;
626 void CSQCModel_Hook_PreDraw(float isplayer)
628 if(self.csqcmodel_predraw_run == framecount)
630 self.csqcmodel_predraw_run = framecount;
632 if(!self.modelindex || self.model == "null")
638 self.drawmask = MASK_NORMAL;
640 if(self.isplayermodel) // this checks if it's a player MODEL!
642 float islocalplayer = (self.entnum == player_localnum + 1);
643 CSQCPlayer_ModelAppearance_Apply(islocalplayer);
644 CSQCPlayer_LOD_Apply();
646 CSQCPlayer_FallbackFrame_Apply();
649 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
650 skeleton_loadinfo(self);
651 float doblend = (self.bone_upperbody >= 0);
653 if(self == csqcplayer)
655 if(self.pmove_flags & PMF_ONGROUND)
657 self.anim_prev_pmove_flags = self.pmove_flags;
658 if(self.pmove_flags & PMF_DUCKED)
659 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
660 else if(self.anim_state & ANIMSTATE_DUCK)
661 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
665 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
666 if(trace_startsolid || trace_fraction < 1)
669 animdecide_init(self);
670 animdecide_setimplicitstate(self, onground);
671 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
673 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
674 sf |= CSQCMODEL_PROPERTY_FRAME;
675 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
676 sf |= CSQCMODEL_PROPERTY_FRAME2;
677 self.anim_saveframe = self.anim_frame;
678 self.anim_saveframe1time = self.anim_frame1time;
679 self.anim_saveframe2 = self.anim_frame2;
680 self.anim_saveframe2time = self.anim_frame2time;
683 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
684 self.lerpfrac = (doblend ? 0.5 : 0);
685 self.frame = self.anim_frame;
686 self.frame1time = self.anim_frame1time;
687 self.frame2 = self.anim_frame2;
688 self.frame2time = self.anim_frame2time;
689 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
691 CSQCModel_InterpolateAnimation_2To4_Do();
694 skeleton_from_frames(self, self.csqcmodel_isdead);
698 free_skeleton_from_frames(self);
699 // just in case, clear these (we're animating in frame and frame3)
706 CSQCModel_AutoTagIndex_Apply();
708 CSQCModel_Effects_Apply();
711 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
713 // interpolate v_angle
714 self.iflags |= IFLAG_V_ANGLE_X;
715 // revert to values from server
716 CSQCModel_Effects_PreUpdate();
717 if(self.isplayermodel)
720 CSQCPlayer_FallbackFrame_PreUpdate();
721 CSQCPlayer_ModelAppearance_PreUpdate();
725 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
727 // is it a player model? (shared state)
728 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
730 // save values set by server
731 if(self.isplayermodel)
733 CSQCPlayer_ModelAppearance_PostUpdate();
735 CSQCPlayer_AnimDecide_PostUpdate(isnew);
737 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
739 CSQCModel_Effects_PostUpdate();