1 #include "csqcmodel_hooks.qh"
2 #include "autocvars.qh"
3 #include "miscfunctions.qh"
4 #include <client/mutators/_mod.qh>
5 #include "player_skeleton.qh"
6 #include "weapons/projectile.qh"
7 #include <common/animdecide.qh>
8 #include <common/ent_cs.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <common/viewloc.qh>
11 #include <common/effects/all.qh>
12 #include <common/effects/all.inc>
13 #include <lib/csqcmodel/cl_model.qh>
14 #include <lib/csqcmodel/cl_player.qh>
15 #include <lib/csqcmodel/interpolate.qh>
24 void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
26 int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
29 if(this.lodmodelindex0 != this.modelindex)
31 string modelname = this.model;
34 vector mi = this.mins;
35 vector ma = this.maxs;
38 this.lodmodelindex0 = this.modelindex;
39 this.lodmodelindex1 = this.modelindex;
40 this.lodmodelindex2 = this.modelindex;
42 // FIXME: this only supports 3-letter extensions
43 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
49 this.lodmodelindex1 = this.modelindex;
52 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
58 this.lodmodelindex2 = this.modelindex;
61 _setmodel(this, modelname); // make everything normal again
62 setsize(this, mi, ma);
66 if(detailreduction <= 0)
68 if(detailreduction <= -2)
69 this.modelindex = this.lodmodelindex2;
70 else if(detailreduction <= -1)
71 this.modelindex = this.lodmodelindex1;
73 this.modelindex = this.lodmodelindex0;
77 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
78 float f = (distance * current_viewzoom + 100.0) * detailreduction;
79 f *= 1.0 / bound(0.01, view_quality, 1);
80 if(f > autocvar_cl_loddistance2)
81 this.modelindex = this.lodmodelindex2;
82 else if(f > autocvar_cl_loddistance1)
83 this.modelindex = this.lodmodelindex1;
85 this.modelindex = this.lodmodelindex0;
89 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
90 string forceplayermodels_model;
91 bool forceplayermodels_modelisgoodmodel;
92 int forceplayermodels_modelindex;
93 int forceplayermodels_skin;
95 string forceplayermodels_mymodel;
96 bool forceplayermodels_myisgoodmodel;
97 int forceplayermodels_mymodelindex;
99 bool forceplayermodels_attempted;
101 .string forceplayermodels_savemodel;
102 .int forceplayermodels_savemodelindex;
103 .int forceplayermodels_saveskin;
104 .int forceplayermodels_savecolormap;
106 .string forceplayermodels_isgoodmodel_mdl;
107 .bool forceplayermodels_isgoodmodel;
109 string forceplayermodels_goodmodel;
110 int forceplayermodels_goodmodelindex;
114 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
116 this.model = this.forceplayermodels_savemodel;
117 this.modelindex = this.forceplayermodels_savemodelindex;
118 this.skin = this.forceplayermodels_saveskin;
119 this.colormap = this.forceplayermodels_savecolormap;
121 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
123 this.forceplayermodels_savemodel = this.model;
124 this.forceplayermodels_savemodelindex = this.modelindex;
125 this.forceplayermodels_saveskin = this.skin;
126 this.forceplayermodels_savecolormap = this.colormap;
128 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
130 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
131 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
132 if(!this.forceplayermodels_isgoodmodel)
133 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
136 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
138 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
139 goto skipforcemodels;
142 // which one is ALWAYS good?
143 if (!forceplayermodels_goodmodel)
146 precache_model(cvar_defstring("_cl_playermodel"));
147 _setmodel(e, cvar_defstring("_cl_playermodel"));
148 forceplayermodels_goodmodel = e.model;
149 forceplayermodels_goodmodelindex = e.modelindex;
153 // first, try finding it from the server
154 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
158 if(!isdemo()) // this is mainly cheat protection; not needed for demos
160 // trust server's idea of "own player model"
161 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
162 forceplayermodels_model = this.forceplayermodels_savemodel;
163 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
164 forceplayermodels_skin = this.forceplayermodels_saveskin;
165 forceplayermodels_attempted = 1;
170 // forcemodel finding
171 if(!forceplayermodels_attempted)
173 forceplayermodels_attempted = 1;
175 // only if this failed, find it out on our own
177 precache_model(autocvar__cl_playermodel);
178 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
179 forceplayermodels_modelisgoodmodel = fexists(e.model);
180 forceplayermodels_model = e.model;
181 forceplayermodels_modelindex = e.modelindex;
182 forceplayermodels_skin = autocvar__cl_playerskin;
186 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
189 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
190 forceplayermodels_myisgoodmodel = fexists(e.model);
191 forceplayermodels_mymodel = e.model;
192 forceplayermodels_mymodelindex = e.modelindex;
199 cm = this.forceplayermodels_savecolormap;
200 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
203 isfriend = (cm == 1024 + 17 * myteam);
205 isfriend = islocalplayer;
207 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
209 this.model = forceplayermodels_mymodel;
210 this.modelindex = forceplayermodels_mymodelindex;
211 this.skin = autocvar_cl_forcemyplayerskin;
213 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
215 this.model = forceplayermodels_model;
216 this.modelindex = forceplayermodels_modelindex;
217 this.skin = forceplayermodels_skin;
219 else if(this.forceplayermodels_isgoodmodel)
221 this.model = this.forceplayermodels_savemodel;
222 this.modelindex = this.forceplayermodels_savemodelindex;
223 this.skin = this.forceplayermodels_saveskin;
227 this.model = forceplayermodels_goodmodel;
228 this.modelindex = forceplayermodels_goodmodelindex;
229 this.skin = this.forceplayermodels_saveskin;
232 // forceplayercolors too
235 // own team's color is never forced
236 int forcecolor_friend = 0;
237 int forcecolor_enemy = 0;
240 if(autocvar_cl_forcemyplayercolors)
241 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
242 if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
243 forcecolor_enemy = 1024 + autocvar__cl_color;
245 if(forcecolor_enemy && !forcecolor_friend)
247 // only enemy color is forced?
248 // verify it is not equal to the friend color
249 if(forcecolor_enemy == 1024 + 17 * myteam)
250 forcecolor_enemy = 0;
253 if(forcecolor_friend && !forcecolor_enemy)
255 // only friend color is forced?
256 // verify it is not equal to the enemy color
257 for(tm = teams.sort_next; tm; tm = tm.sort_next)
258 // note: we even compare against our own team.
259 // if we rejected because we matched our OWN team color,
260 // this is not bad; we then simply keep our color as is
262 if(forcecolor_friend == 1024 + 17 * tm.team)
263 forcecolor_friend = 0;
266 if(cm == 1024 + 17 * myteam)
268 if(forcecolor_friend)
269 this.colormap = forcecolor_friend;
274 this.colormap = forcecolor_enemy;
279 if(autocvar_cl_forcemyplayercolors && islocalplayer)
280 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
281 else if(autocvar_cl_forceplayercolors)
282 this.colormap = player_localnum + 1;
285 LABEL(skipforcemodels)
287 // GLOWMOD AND DEATH FADING
288 if(this.colormap > 0)
289 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
291 this.glowmod = '1 1 1';
293 if(autocvar_cl_deathglow > 0)
295 if(this.csqcmodel_isdead)
297 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
298 if(this.colormap > 0)
300 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
301 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
302 if (this.glowmod == '0 0 0')
303 this.glowmod.x = 0.000001;
307 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
310 // FEATURE: fallback frames
311 .int csqcmodel_saveframe;
312 .int csqcmodel_saveframe2;
313 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
314 .int csqcmodel_saveframe3;
315 .int csqcmodel_saveframe4;
317 .int csqcmodel_framecount;
319 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
320 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
322 this.frame = this.csqcmodel_saveframe;
323 this.frame2 = this.csqcmodel_saveframe2;
324 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
325 this.frame3 = this.csqcmodel_saveframe3;
326 this.frame4 = this.csqcmodel_saveframe4;
329 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
331 this.csqcmodel_saveframe = this.frame;
332 this.csqcmodel_saveframe2 = this.frame2;
333 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
334 this.csqcmodel_saveframe3 = this.frame3;
335 this.csqcmodel_saveframe4 = this.frame4;
338 // hack for death animations: set their frametime to zero in case a
342 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
343 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
344 this.ft = this.death_time; \
346 FIX_FRAMETIME(frame, frame1time);
347 FIX_FRAMETIME(frame2, frame2time);
348 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
349 FIX_FRAMETIME(frame3, frame3time);
350 FIX_FRAMETIME(frame4, frame4time);
353 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
355 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
357 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
359 int CSQCPlayer_FallbackFrame(entity this, int f)
362 if(frameduration(this.modelindex, f) > 0)
363 return f; // goooooood
364 if(frameduration(this.modelindex, 1) <= 0)
365 return f; // this is a static model. We can't fix it if we wanted to
368 case 23: return 11; // anim_melee -> anim_shoot
369 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
370 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
371 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
372 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
373 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
374 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
375 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
377 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
380 void CSQCPlayer_FallbackFrame_Apply(entity this)
382 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
383 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
384 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
385 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
386 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
390 // FEATURE: auto tag_index
392 .int tag_entity_lastmodelindex;
394 void CSQCModel_AutoTagIndex_Apply(entity this)
396 if(this.tag_entity && wasfreed(this.tag_entity))
397 this.tag_entity = NULL;
399 MUTATOR_CALLHOOK(TagIndex_Update, this);
401 if(this.tag_networkentity)
405 if(this.tag_entity.entnum != this.tag_networkentity)
407 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
411 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
412 if(this.tag_entity.classname == "csqcmodel")
414 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
417 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
419 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
426 // the best part is: IT EXISTS
427 if(substring(this.model, 0, 14) == "models/weapons")
429 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
431 this.tag_index = gettagindex(this.tag_entity, "weapon");
433 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
436 // we need to prevent this from 'appening
437 this.tag_entity = NULL;
439 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
442 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
444 skeleton_loadinfo(this.tag_entity);
445 this.tag_index = this.tag_entity.bone_weapon;
449 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
451 this.tag_index = gettagindex(this.tag_entity, "shot");
453 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
456 MUTATOR_CALLHOOK(TagIndex_Apply, this);
460 // damn, see you next frame
467 void CSQCModel_Effects_PreUpdate(entity this)
469 this.effects = this.csqcmodel_effects;
470 this.modelflags = this.csqcmodel_modelflags;
471 this.traileffect = this.csqcmodel_traileffect;
473 void Reset_ArcBeam();
474 void CSQCModel_Effects_PostUpdate(entity this)
476 if (this == csqcplayer) {
477 if (this.csqcmodel_teleported) {
481 this.csqcmodel_effects = this.effects;
482 this.csqcmodel_modelflags = this.modelflags;
483 this.csqcmodel_traileffect = this.traileffect;
486 if(this.csqcmodel_teleported)
487 Projectile_ResetTrail(this, this.origin);
490 void CSQCModel_Effects_Apply(entity this)
492 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
493 int tref = this.csqcmodel_traileffect;
495 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
497 this.traileffect = 0;
499 if(eff & EF_BRIGHTFIELD)
500 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
501 // ignoring EF_MUZZLEFLASH
502 if(eff & EF_BRIGHTLIGHT)
503 adddynamiclight(this.origin, 400, '3 3 3');
504 if(eff & EF_DIMLIGHT)
505 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
506 if((eff & EF_NODRAW) || (this.alpha < 0))
508 if(eff & EF_ADDITIVE)
509 this.renderflags |= RF_ADDITIVE;
511 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
513 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
514 // ignoring EF_NOGUNBOB
515 if(eff & EF_FULLBRIGHT)
516 this.renderflags |= RF_FULLBRIGHT;
518 pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
519 if(eff & EF_STARDUST)
520 pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
521 if(eff & EF_NOSHADOW)
522 this.renderflags |= RF_NOSHADOW;
523 if(eff & EF_NODEPTHTEST)
524 this.renderflags |= RF_DEPTHHACK;
525 // ignoring EF_SELECTABLE
526 if(eff & EF_DOUBLESIDED)
527 this.effects |= EF_DOUBLESIDED;
528 if(eff & EF_NOSELFSHADOW)
529 this.effects |= EF_NOSELFSHADOW;
530 if(eff & EF_DYNAMICMODELLIGHT)
531 this.renderflags |= RF_DYNAMICMODELLIGHT;
532 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
533 if(this.csqcmodel_modelflags & MF_ROCKET)
534 tref = EFFECT_TR_ROCKET.m_id;
535 if(this.csqcmodel_modelflags & MF_GRENADE)
536 tref = EFFECT_TR_GRENADE.m_id;
537 if(this.csqcmodel_modelflags & MF_GIB)
538 tref = EFFECT_TR_BLOOD.m_id;
539 if(this.csqcmodel_modelflags & MF_ROTATE)
541 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
542 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
543 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
544 this.renderflags |= RF_USEAXIS;
545 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
547 if(this.csqcmodel_modelflags & MF_TRACER)
548 tref = EFFECT_TR_WIZSPIKE.m_id;
549 if(this.csqcmodel_modelflags & MF_ZOMGIB)
550 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
551 if(this.csqcmodel_modelflags & MF_TRACER2)
552 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
553 if(this.csqcmodel_modelflags & MF_TRACER3)
554 tref = EFFECT_TR_VORESPIKE.m_id;
556 this.traileffect = tref;
559 Projectile_DrawTrail(this, this.origin);
561 Projectile_ResetTrail(this, this.origin);
563 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
564 this.renderflags |= RF_ADDITIVE;
565 // also special in CSQCPlayer_GlowMod_Apply
567 if(this.csqcmodel_modelflags & MF_ROCKET)
569 if(!this.snd_looping)
571 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
572 this.snd_looping = CH_TRIGGER_SINGLE;
579 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
580 this.snd_looping = 0;
586 .int csqcmodel_predraw_run;
588 .int anim_frame1time;
590 .int anim_frame2time;
592 .int anim_saveframe1time;
593 .int anim_saveframe2;
594 .int anim_saveframe2time;
595 .int anim_prev_pmove_flags;
596 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
598 if(this.csqcmodel_predraw_run == framecount)
600 this.csqcmodel_predraw_run = framecount;
602 if(!this.modelindex || this.model == "null" || this.alpha < 0)
605 if(this.snd_looping > 0)
607 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
608 this.snd_looping = 0;
613 this.drawmask = MASK_NORMAL;
615 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
617 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
618 CSQCPlayer_LOD_Apply(this, true);
622 skeleton_loadinfo(this);
623 bool doblend = (this.bone_upperbody >= 0);
624 CSQCPlayer_FallbackFrame_Apply(this);
627 skeleton_from_frames(this, this.csqcmodel_isdead);
631 free_skeleton_from_frames(this);
632 // just in case, clear these (we're animating in frame and frame3)
639 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
640 skeleton_loadinfo(this);
641 bool doblend = (this.bone_upperbody >= 0);
643 if(this == csqcplayer)
645 if(IS_ONGROUND(this))
647 this.anim_prev_pmove_flags = this.flags;
648 if(this.flags & FL_DUCKED)
649 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
650 else if(this.anim_state & ANIMSTATE_DUCK)
651 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
655 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
656 if(trace_startsolid || trace_fraction < 1)
659 animdecide_load_if_needed(this);
660 animdecide_setimplicitstate(this, onground);
661 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
663 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
664 sf |= CSQCMODEL_PROPERTY_FRAME;
665 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
666 sf |= CSQCMODEL_PROPERTY_FRAME2;
667 this.anim_saveframe = this.anim_frame;
668 this.anim_saveframe1time = this.anim_frame1time;
669 this.anim_saveframe2 = this.anim_frame2;
670 this.anim_saveframe2time = this.anim_frame2time;
671 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
672 // This ensures that .frame etc. are always written.
673 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
674 this.lerpfrac = (doblend ? 0.5 : 0);
675 this.frame = this.anim_frame;
676 this.frame1time = this.anim_frame1time;
677 this.frame2 = this.anim_frame2;
678 this.frame2time = this.anim_frame2time;
679 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
680 CSQCModel_InterpolateAnimation_2To4_Do(this);
683 skeleton_from_frames(this, this.csqcmodel_isdead);
687 free_skeleton_from_frames(this);
688 // just in case, clear these (we're animating in frame and frame3)
695 CSQCPlayer_LOD_Apply(this, false);
697 CSQCModel_AutoTagIndex_Apply(this);
699 CSQCModel_Effects_Apply(this);
702 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
704 // interpolate v_angle
705 this.iflags |= IFLAG_V_ANGLE_X;
706 // revert to values from server
707 CSQCModel_Effects_PreUpdate(this);
708 if((this.isplayermodel & ISPLAYER_MODEL))
711 CSQCPlayer_FallbackFrame_PreUpdate(this);
712 CSQCPlayer_ModelAppearance_PreUpdate(this);
716 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
718 // is it a player model? (shared state)
719 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
720 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
721 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
723 // save values set by server
724 if((this.isplayermodel & ISPLAYER_MODEL))
726 CSQCPlayer_ModelAppearance_PostUpdate(this);
728 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
730 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
732 CSQCModel_Effects_PostUpdate(this);