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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
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>
16
17 .float death_time;
18 .int modelflags;
19
20 // FEATURE: LOD
21 .int lodmodelindex0;
22 .int lodmodelindex1;
23 .int lodmodelindex2;
24 void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
25 {
26         int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
27
28         // LOD model loading
29         if(this.lodmodelindex0 != this.modelindex)
30         {
31                 string modelname = this.model;
32                 string s;
33
34                 vector mi = this.mins;
35                 vector ma = this.maxs;
36
37                 // set modelindex
38                 this.lodmodelindex0 = this.modelindex;
39                 this.lodmodelindex1 = this.modelindex;
40                 this.lodmodelindex2 = this.modelindex;
41
42                 // FIXME: this only supports 3-letter extensions
43                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
44                 if(fexists(s))
45                 {
46                         precache_model(s);
47                         _setmodel(this, s);
48                         if(this.modelindex)
49                                 this.lodmodelindex1 = this.modelindex;
50                 }
51
52                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
53                 if(fexists(s))
54                 {
55                         precache_model(s);
56                         _setmodel(this, s);
57                         if(this.modelindex)
58                                 this.lodmodelindex2 = this.modelindex;
59                 }
60
61                 _setmodel(this, modelname); // make everything normal again
62                 setsize(this, mi, ma);
63         }
64
65         // apply LOD
66         if(detailreduction <= 0)
67         {
68                 if(detailreduction <= -2)
69                         this.modelindex = this.lodmodelindex2;
70                 else if(detailreduction <= -1)
71                         this.modelindex = this.lodmodelindex1;
72                 else
73                         this.modelindex = this.lodmodelindex0;
74         }
75         else
76         {
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;
84                 else
85                         this.modelindex = this.lodmodelindex0;
86         }
87 }
88
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;
94
95 string forceplayermodels_mymodel;
96 bool forceplayermodels_myisgoodmodel;
97 int forceplayermodels_mymodelindex;
98
99 bool forceplayermodels_attempted;
100
101 .string forceplayermodels_savemodel;
102 .int forceplayermodels_savemodelindex;
103 .int forceplayermodels_saveskin;
104 .int forceplayermodels_savecolormap;
105
106 .string forceplayermodels_isgoodmodel_mdl;
107 .bool forceplayermodels_isgoodmodel;
108
109 string forceplayermodels_goodmodel;
110 int forceplayermodels_goodmodelindex;
111
112 .vector glowmod;
113
114 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
115 {
116         this.model = this.forceplayermodels_savemodel;
117         this.modelindex = this.forceplayermodels_savemodelindex;
118         this.skin = this.forceplayermodels_saveskin;
119         this.colormap = this.forceplayermodels_savecolormap;
120 }
121 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
122 {
123         this.forceplayermodels_savemodel = this.model;
124         this.forceplayermodels_savemodelindex = this.modelindex;
125         this.forceplayermodels_saveskin = this.skin;
126         this.forceplayermodels_savecolormap = this.colormap;
127
128         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
129         {
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);
134         }
135 }
136 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
137 {
138         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
139                 goto skipforcemodels;
140
141         // FORCEMODEL
142         // which one is ALWAYS good?
143         if (!forceplayermodels_goodmodel)
144         {
145                 entity e = spawn();
146                 precache_model(cvar_defstring("_cl_playermodel"));
147                 _setmodel(e, cvar_defstring("_cl_playermodel"));
148                 forceplayermodels_goodmodel = e.model;
149                 forceplayermodels_goodmodelindex = e.modelindex;
150                 delete(e);
151         }
152
153         // first, try finding it from the server
154         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
155         {
156                 if(islocalplayer)
157                 {
158                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
159                         {
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;
166                         }
167                 }
168         }
169
170         // forcemodel finding
171         if(!forceplayermodels_attempted)
172         {
173                 forceplayermodels_attempted = 1;
174
175                 // only if this failed, find it out on our own
176                 entity e = spawn();
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;
183                 delete(e);
184         }
185
186         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
187         {
188                 entity e = spawn();
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;
193                 delete(e);
194         }
195
196         // apply it
197         bool isfriend;
198         int cm;
199         cm = this.forceplayermodels_savecolormap;
200         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
201
202         if(teamplay)
203                 isfriend = (cm == 1024 + 17 * myteam);
204         else
205                 isfriend = islocalplayer;
206
207         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
208         {
209                 this.model = forceplayermodels_mymodel;
210                 this.modelindex = forceplayermodels_mymodelindex;
211                 this.skin = autocvar_cl_forcemyplayerskin;
212         }
213         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
214         {
215                 this.model = forceplayermodels_model;
216                 this.modelindex = forceplayermodels_modelindex;
217                 this.skin = forceplayermodels_skin;
218         }
219         else if(this.forceplayermodels_isgoodmodel)
220         {
221                 this.model = this.forceplayermodels_savemodel;
222                 this.modelindex = this.forceplayermodels_savemodelindex;
223                 this.skin = this.forceplayermodels_saveskin;
224         }
225         else
226         {
227                 this.model = forceplayermodels_goodmodel;
228                 this.modelindex = forceplayermodels_goodmodelindex;
229                 this.skin = this.forceplayermodels_saveskin;
230         }
231
232         // forceplayercolors too
233         if(teamplay)
234         {
235                 // own team's color is never forced
236                 int forcecolor_friend = 0;
237                 int forcecolor_enemy = 0;
238                 entity tm;
239
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;
244
245                 if(forcecolor_enemy && !forcecolor_friend)
246                 {
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;
251                 }
252
253                 if(forcecolor_friend && !forcecolor_enemy)
254                 {
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
261                                 // anyway.
262                                 if(forcecolor_friend == 1024 + 17 * tm.team)
263                                         forcecolor_friend = 0;
264                 }
265
266                 if(cm == 1024 + 17 * myteam)
267                 {
268                         if(forcecolor_friend)
269                                 this.colormap = forcecolor_friend;
270                 }
271                 else
272                 {
273                         if(forcecolor_enemy)
274                                 this.colormap = forcecolor_enemy;
275                 }
276         }
277         else
278         {
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;
283         }
284
285         LABEL(skipforcemodels)
286
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;
290         else
291                 this.glowmod = '1 1 1';
292
293         if(autocvar_cl_deathglow > 0)
294         {
295                 if(this.csqcmodel_isdead)
296                 {
297                         float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
298                         if(this.colormap > 0)
299                                 min_factor /= 2;
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;
304                 }
305         }
306
307         //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
308 }
309
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;
316 #endif
317 .int csqcmodel_framecount;
318
319 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
320 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
321 {
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;
327 #endif
328 }
329 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
330 {
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;
336 #endif
337
338         // hack for death animations: set their frametime to zero in case a
339         // player "pops in"
340         if(isnew)
341         {
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; \
345 MACRO_END
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);
351 #endif
352         }
353         this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
354 }
355 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
356 {
357         this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
358 }
359 int CSQCPlayer_FallbackFrame(entity this, int f)
360 {
361         TC(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
366         switch(f)
367         {
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
376         }
377         LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
378         return f;
379 }
380 void CSQCPlayer_FallbackFrame_Apply(entity this)
381 {
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);
387 #endif
388 }
389
390 // FEATURE: auto tag_index
391 .entity tag_entity;
392 .int tag_entity_lastmodelindex;
393 .int tag_index;
394 void CSQCModel_AutoTagIndex_Apply(entity this)
395 {
396         if(this.tag_entity && wasfreed(this.tag_entity))
397                 this.tag_entity = NULL;
398
399         MUTATOR_CALLHOOK(TagIndex_Update, this);
400
401         if(this.tag_networkentity)
402         {
403                 // we are ATTACHED!
404                 bool changed = 0;
405                 if(this.tag_entity.entnum != this.tag_networkentity)
406                 {
407                         this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
408                         changed = 1;
409                 }
410
411                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
412                 if(this.tag_entity.classname == "csqcmodel")
413                 {
414                         CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
415                 }
416
417                 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
418                 {
419                         this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
420                         changed = 1;
421                 }
422                 if(changed)
423                 {
424                         if(this.tag_entity)
425                         {
426                                 // the best part is: IT EXISTS
427                                 if(substring(this.model, 0, 14) == "models/weapons")
428                                 {
429                                         if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
430                                         {
431                                                 this.tag_index = gettagindex(this.tag_entity, "weapon");
432                                                 if(!this.tag_index)
433                                                         this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
434                                                 if(!this.tag_index)
435                                                 {
436                                                         // we need to prevent this from 'appening
437                                                         this.tag_entity = NULL;
438                                                         this.drawmask = 0;
439                                                         LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
440                                                 }
441                                         }
442                                         else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
443                                         {
444                                                 skeleton_loadinfo(this.tag_entity);
445                                                 this.tag_index = this.tag_entity.bone_weapon;
446                                         }
447                                 }
448
449                                 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
450                                 {
451                                         this.tag_index = gettagindex(this.tag_entity, "shot");
452                                         if(!this.tag_index)
453                                                 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
454                                 }
455
456                                 MUTATOR_CALLHOOK(TagIndex_Apply, this);
457                         }
458                         else
459                         {
460                                 // damn, see you next frame
461                                 this.drawmask = 0;
462                         }
463                 }
464         }
465 }
466
467 void CSQCModel_Effects_PreUpdate(entity this)
468 {
469         this.effects = this.csqcmodel_effects;
470         this.modelflags = this.csqcmodel_modelflags;
471         this.traileffect = this.csqcmodel_traileffect;
472 }
473 void Reset_ArcBeam();
474 void CSQCModel_Effects_PostUpdate(entity this)
475 {
476         if (this == csqcplayer) {
477                 if (this.csqcmodel_teleported) {
478                         Reset_ArcBeam();
479                 }
480         }
481         this.csqcmodel_effects = this.effects;
482         this.csqcmodel_modelflags = this.modelflags;
483         this.csqcmodel_traileffect = this.traileffect;
484         this.effects = 0;
485         this.modelflags = 0;
486         if(this.csqcmodel_teleported)
487                 Projectile_ResetTrail(this, this.origin);
488 }
489 .int snd_looping;
490 void CSQCModel_Effects_Apply(entity this)
491 {
492         int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
493         int tref = this.csqcmodel_traileffect;
494
495         this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
496         this.effects = 0;
497         this.traileffect = 0;
498
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))
507                 this.drawmask = 0;
508         if(eff & EF_ADDITIVE)
509                 this.renderflags |= RF_ADDITIVE;
510         if(eff & EF_BLUE)
511                 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
512         if(eff & EF_RED)
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;
517         if(eff & EF_FLAME)
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)
540         {
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));
546         }
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;
555
556         this.traileffect = tref;
557
558         if(this.drawmask)
559                 Projectile_DrawTrail(this, this.origin);
560         else
561                 Projectile_ResetTrail(this, this.origin);
562
563         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
564                 this.renderflags |= RF_ADDITIVE;
565                 // also special in CSQCPlayer_GlowMod_Apply
566
567         if(this.csqcmodel_modelflags & MF_ROCKET)
568         {
569                 if(!this.snd_looping)
570                 {
571                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
572                         this.snd_looping = CH_TRIGGER_SINGLE;
573                 }
574         }
575         else
576         {
577                 if(this.snd_looping)
578                 {
579                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
580                         this.snd_looping = 0;
581                 }
582         }
583 }
584
585 // general functions
586 .int csqcmodel_predraw_run;
587 .int anim_frame;
588 .int anim_frame1time;
589 .int anim_frame2;
590 .int anim_frame2time;
591 .int anim_saveframe;
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)
597 {
598         if(this.csqcmodel_predraw_run == framecount)
599                 return;
600         this.csqcmodel_predraw_run = framecount;
601
602         if(!this.modelindex || this.model == "null" || this.alpha < 0)
603         {
604                 this.drawmask = 0;
605                 if(this.snd_looping > 0)
606                 {
607                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
608                         this.snd_looping = 0;
609                 }
610                 return;
611         }
612         else
613                 this.drawmask = MASK_NORMAL;
614
615         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
616         {
617                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
618                 CSQCPlayer_LOD_Apply(this, true);
619
620                 if(!isplayer)
621                 {
622                         skeleton_loadinfo(this);
623                         bool doblend = (this.bone_upperbody >= 0);
624                         CSQCPlayer_FallbackFrame_Apply(this);
625                         if(doblend)
626                         {
627                                 skeleton_from_frames(this, this.csqcmodel_isdead);
628                         }
629                         else
630                         {
631                                 free_skeleton_from_frames(this);
632                                 // just in case, clear these (we're animating in frame and frame3)
633                                 this.lerpfrac = 0;
634                                 this.lerpfrac4 = 0;
635                         }
636                 }
637                 else
638                 {
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);
642                         bool onground = 0;
643                         if(this == csqcplayer)
644                         {
645                                 if(IS_ONGROUND(this))
646                                         onground = 1;
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);
652                         }
653                         else
654                         {
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)
657                                         onground = 1;
658                         }
659                         animdecide_load_if_needed(this);
660                         animdecide_setimplicitstate(this, onground);
661                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
662                         int sf = 0;
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);
681                         if(doblend)
682                         {
683                                 skeleton_from_frames(this, this.csqcmodel_isdead);
684                         }
685                         else
686                         {
687                                 free_skeleton_from_frames(this);
688                                 // just in case, clear these (we're animating in frame and frame3)
689                                 this.lerpfrac = 0;
690                                 this.lerpfrac4 = 0;
691                         }
692                 }
693         }
694         else
695                 CSQCPlayer_LOD_Apply(this, false);
696
697         CSQCModel_AutoTagIndex_Apply(this);
698
699         CSQCModel_Effects_Apply(this);
700 }
701
702 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
703 {
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))
709         {
710                 if(!isplayer)
711                         CSQCPlayer_FallbackFrame_PreUpdate(this);
712                 CSQCPlayer_ModelAppearance_PreUpdate(this);
713         }
714 }
715
716 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
717 {
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);
722
723         // save values set by server
724         if((this.isplayermodel & ISPLAYER_MODEL))
725         {
726                 CSQCPlayer_ModelAppearance_PostUpdate(this);
727                 if(isplayer)
728                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
729                 else
730                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
731         }
732         CSQCModel_Effects_PostUpdate(this);
733 }