1 #include "mutators/events.qh"
2 #include "player_skeleton.qh"
3 #include "weapons/projectile.qh"
4 #include "../common/animdecide.qh"
5 #include "../common/movetypes/movetypes.qh"
6 #include "../common/viewloc.qh"
7 #include "../lib/csqcmodel/cl_model.qh"
8 #include "../lib/csqcmodel/cl_player.qh"
9 #include "../lib/csqcmodel/interpolate.qh"
14 void CSQCModel_Hook_PreDraw(bool isplayer);
22 void CSQCPlayer_LOD_Apply(void)
25 if(self.lodmodelindex0 != self.modelindex)
27 string modelname = self.model;
30 vector mi = self.mins;
31 vector ma = self.maxs;
34 self.lodmodelindex0 = self.modelindex;
35 self.lodmodelindex1 = self.modelindex;
36 self.lodmodelindex2 = self.modelindex;
38 // FIXME: this only supports 3-letter extensions
39 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
45 self.lodmodelindex1 = self.modelindex;
48 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
54 self.lodmodelindex2 = self.modelindex;
57 _setmodel(self, modelname); // make everything normal again
58 setsize(self, mi, ma);
62 if(autocvar_cl_playerdetailreduction <= 0)
64 if(autocvar_cl_playerdetailreduction <= -2)
65 self.modelindex = self.lodmodelindex2;
66 else if(autocvar_cl_playerdetailreduction <= -1)
67 self.modelindex = self.lodmodelindex1;
69 self.modelindex = self.lodmodelindex0;
73 float distance = vlen(self.origin - view_origin);
74 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
75 f *= 1.0 / bound(0.01, view_quality, 1);
76 if(f > autocvar_cl_loddistance2)
77 self.modelindex = self.lodmodelindex2;
78 else if(f > autocvar_cl_loddistance1)
79 self.modelindex = self.lodmodelindex1;
81 self.modelindex = self.lodmodelindex0;
85 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
86 string forceplayermodels_model;
87 bool forceplayermodels_modelisgoodmodel;
88 int forceplayermodels_modelindex;
89 int forceplayermodels_skin;
91 string forceplayermodels_mymodel;
92 bool forceplayermodels_myisgoodmodel;
93 int forceplayermodels_mymodelindex;
95 bool forceplayermodels_attempted;
97 .string forceplayermodels_savemodel;
98 .int forceplayermodels_savemodelindex;
99 .int forceplayermodels_saveskin;
100 .int forceplayermodels_savecolormap;
102 .string forceplayermodels_isgoodmodel_mdl;
103 .bool forceplayermodels_isgoodmodel;
105 string forceplayermodels_goodmodel;
106 int forceplayermodels_goodmodelindex;
111 void CSQCPlayer_ModelAppearance_PreUpdate(void)
113 self.model = self.forceplayermodels_savemodel;
114 self.modelindex = self.forceplayermodels_savemodelindex;
115 self.skin = self.forceplayermodels_saveskin;
116 self.colormap = self.forceplayermodels_savecolormap;
118 void CSQCPlayer_ModelAppearance_PostUpdate(void)
120 self.forceplayermodels_savemodel = self.model;
121 self.forceplayermodels_savemodelindex = self.modelindex;
122 self.forceplayermodels_saveskin = self.skin;
123 self.forceplayermodels_savecolormap = self.colormap;
125 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
127 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
128 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
129 if(!self.forceplayermodels_isgoodmodel)
130 LOG_INFOF("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
133 void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer)
136 // which one is ALWAYS good?
137 if (!forceplayermodels_goodmodel)
140 precache_model(cvar_defstring("_cl_playermodel"));
141 _setmodel(e, cvar_defstring("_cl_playermodel"));
142 forceplayermodels_goodmodel = e.model;
143 forceplayermodels_goodmodelindex = e.modelindex;
147 // first, try finding it from the server
148 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
152 if(!isdemo()) // this is mainly cheat protection; not needed for demos
154 // trust server's idea of "own player model"
155 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
156 forceplayermodels_model = self.forceplayermodels_savemodel;
157 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
158 forceplayermodels_skin = self.forceplayermodels_saveskin;
159 forceplayermodels_attempted = 1;
164 // forcemodel finding
165 if(!forceplayermodels_attempted)
167 forceplayermodels_attempted = 1;
169 // only if this failed, find it out on our own
171 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
172 forceplayermodels_modelisgoodmodel = fexists(e.model);
173 forceplayermodels_model = e.model;
174 forceplayermodels_modelindex = e.modelindex;
175 forceplayermodels_skin = autocvar__cl_playerskin;
179 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
182 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
183 forceplayermodels_myisgoodmodel = fexists(e.model);
184 forceplayermodels_mymodel = e.model;
185 forceplayermodels_mymodelindex = e.modelindex;
192 cm = self.forceplayermodels_savecolormap;
193 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
196 isfriend = (cm == 1024 + 17 * myteam);
198 isfriend = islocalplayer;
200 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
202 self.model = forceplayermodels_mymodel;
203 self.modelindex = forceplayermodels_mymodelindex;
204 self.skin = autocvar_cl_forcemyplayerskin;
206 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
208 self.model = forceplayermodels_model;
209 self.modelindex = forceplayermodels_modelindex;
210 self.skin = forceplayermodels_skin;
212 else if(self.forceplayermodels_isgoodmodel)
214 self.model = self.forceplayermodels_savemodel;
215 self.modelindex = self.forceplayermodels_savemodelindex;
216 self.skin = self.forceplayermodels_saveskin;
220 self.model = forceplayermodels_goodmodel;
221 self.modelindex = forceplayermodels_goodmodelindex;
222 self.skin = self.forceplayermodels_saveskin;
225 // forceplayercolors too
228 // own team's color is never forced
229 int forcecolor_friend = 0;
230 int forcecolor_enemy = 0;
233 if(autocvar_cl_forcemyplayercolors)
234 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
235 if(autocvar_cl_forceplayercolors && team_count == 2)
236 forcecolor_enemy = 1024 + autocvar__cl_color;
238 if(forcecolor_enemy && !forcecolor_friend)
240 // only enemy color is forced?
241 // verify it is not equal to the friend color
242 if(forcecolor_enemy == 1024 + 17 * myteam)
243 forcecolor_enemy = 0;
246 if(forcecolor_friend && !forcecolor_enemy)
248 // only friend color is forced?
249 // verify it is not equal to the enemy color
250 for(tm = teams.sort_next; tm; tm = tm.sort_next)
251 // note: we even compare against our own team.
252 // if we rejected because we matched our OWN team color,
253 // this is not bad; we then simply keep our color as is
255 if(forcecolor_friend == 1024 + 17 * tm.team)
256 forcecolor_friend = 0;
259 if(cm == 1024 + 17 * myteam)
261 if(forcecolor_friend)
262 self.colormap = forcecolor_friend;
267 self.colormap = forcecolor_enemy;
272 if(autocvar_cl_forcemyplayercolors && islocalplayer)
273 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
274 else if(autocvar_cl_forceplayercolors)
275 self.colormap = player_localnum + 1;
278 // GLOWMOD AND DEATH FADING
279 if(self.colormap > 0)
280 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, true) * 2;
282 self.glowmod = '1 1 1';
284 if(autocvar_cl_deathglow > 0)
286 if(self.csqcmodel_isdead)
288 // Fade out to black now...
289 if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
292 self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
293 self.glowmod_x = max(self.glowmod.x, 0.0001);
294 self.glowmod_y = max(self.glowmod.y, 0.0001);
295 self.glowmod_z = max(self.glowmod.z, 0.0001);
297 else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
300 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod));
303 // FEATURE: fallback frames
304 .int csqcmodel_saveframe;
305 .int csqcmodel_saveframe2;
306 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
307 .int csqcmodel_saveframe3;
308 .int csqcmodel_saveframe4;
310 .int csqcmodel_framecount;
312 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
313 void CSQCPlayer_FallbackFrame_PreUpdate(void)
315 self.frame = self.csqcmodel_saveframe;
316 self.frame2 = self.csqcmodel_saveframe2;
317 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
318 self.frame3 = self.csqcmodel_saveframe3;
319 self.frame4 = self.csqcmodel_saveframe4;
322 void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew)
324 self.csqcmodel_saveframe = self.frame;
325 self.csqcmodel_saveframe2 = self.frame2;
326 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
327 self.csqcmodel_saveframe3 = self.frame3;
328 self.csqcmodel_saveframe4 = self.frame4;
331 // hack for death animations: set their frametime to zero in case a
335 #define FIX_FRAMETIME(f,ft) do { \
336 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
337 self.ft = self.death_time; \
339 FIX_FRAMETIME(frame, frame1time);
340 FIX_FRAMETIME(frame2, frame2time);
341 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
342 FIX_FRAMETIME(frame3, frame3time);
343 FIX_FRAMETIME(frame4, frame4time);
346 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
348 void CSQCPlayer_AnimDecide_PostUpdate(bool isnew)
350 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
352 int CSQCPlayer_FallbackFrame(int f)
354 if(frameduration(self.modelindex, f) > 0)
355 return f; // goooooood
356 if(frameduration(self.modelindex, 1) <= 0)
357 return f; // this is a static model. We can't fix it if we wanted to
360 case 23: return 11; // anim_melee -> anim_shoot
361 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
362 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
363 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
364 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
365 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
366 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
367 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
369 LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
372 void CSQCPlayer_FallbackFrame_Apply(void)
374 self.frame = CSQCPlayer_FallbackFrame(self.frame);
375 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
376 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
377 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
378 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
382 // FEATURE: auto tag_index
384 .int tag_entity_lastmodelindex;
386 void CSQCModel_AutoTagIndex_Apply(void)
388 if(self.tag_entity && wasfreed(self.tag_entity))
389 self.tag_entity = world;
393 MUTATOR_CALLHOOK(TagIndex_Update, self);
395 if(self.tag_networkentity)
399 if(self.tag_entity.entnum != self.tag_networkentity)
401 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
405 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
406 if(self.tag_entity.classname == "csqcmodel")
408 WITH(entity, self, self.tag_entity, CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients)));
411 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
413 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
420 // the best part is: IT EXISTS
421 if(substring(self.model, 0, 14) == "models/weapons")
423 if(substring(self.tag_entity.model, 0, 14) == "models/weapons")
425 self.tag_index = gettagindex(self.tag_entity, "weapon");
427 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
430 // we need to prevent this from 'appening
431 self.tag_entity = world;
433 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it\n");
436 else if(self.tag_entity.isplayermodel)
438 skeleton_loadinfo(self.tag_entity);
439 self.tag_index = self.tag_entity.bone_weapon;
443 if(substring(self.tag_entity.model, 0, 14) == "models/weapons")
445 self.tag_index = gettagindex(self.tag_entity, "shot");
447 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
450 MUTATOR_CALLHOOK(TagIndex_Apply, self);
454 // damn, see you next frame
461 // FEATURE: EF_NODRAW workalike
462 const int EF_BRIGHTFIELD = BIT(0);
463 const int EF_BRIGHTLIGHT = BIT(2);
464 const int EF_DIMLIGHT = BIT(3);
465 const int EF_DOUBLESIDED = BIT(15);
466 const int EF_NOSELFSHADOW = BIT(16);
467 const int EF_DYNAMICMODELLIGHT = BIT(17);
468 const int EF_RESTARTANIM_BIT = BIT(20);
469 const int EF_TELEPORT_BIT = BIT(21);
470 const int MF_ROCKET = BIT(0); // leave a trail
471 const int MF_GRENADE = BIT(1); // leave a trail
472 const int MF_GIB = BIT(2); // leave a trail
473 const int MF_ROTATE = BIT(3); // rotate (bonus items)
474 const int MF_TRACER = BIT(4); // green split trail
475 const int MF_ZOMGIB = BIT(5); // small blood trail
476 const int MF_TRACER2 = BIT(6); // orange split trail
477 const int MF_TRACER3 = BIT(7); // purple trail
478 .int csqcmodel_effects;
479 .int csqcmodel_modelflags;
480 .int csqcmodel_traileffect;
481 void CSQCModel_Effects_PreUpdate(void)
483 self.effects = self.csqcmodel_effects;
484 self.modelflags = self.csqcmodel_modelflags;
485 self.traileffect = self.csqcmodel_traileffect;
487 void Reset_ArcBeam(void);
488 void CSQCModel_Effects_PostUpdate(void)
490 if (self == csqcplayer) {
491 if (self.csqcmodel_teleported) {
495 self.csqcmodel_effects = self.effects;
496 self.csqcmodel_modelflags = self.modelflags;
497 self.csqcmodel_traileffect = self.traileffect;
500 if(self.csqcmodel_teleported)
501 Projectile_ResetTrail(self, self.origin);
504 void CSQCModel_Effects_Apply(void)
506 int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
507 int tref = self.csqcmodel_traileffect;
509 self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
511 self.traileffect = 0;
513 if(eff & EF_BRIGHTFIELD)
514 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
515 // ignoring EF_MUZZLEFLASH
516 if(eff & EF_BRIGHTLIGHT)
517 adddynamiclight(self.origin, 400, '3 3 3');
518 if(eff & EF_DIMLIGHT)
519 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
520 if((eff & EF_NODRAW) || (self.alpha < 0))
522 if(eff & EF_ADDITIVE)
523 self.renderflags |= RF_ADDITIVE;
525 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
527 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
528 // ignoring EF_NOGUNBOB
529 if(eff & EF_FULLBRIGHT)
530 self.renderflags |= RF_FULLBRIGHT;
532 pointparticles(EFFECT_EF_FLAME, self.origin, '0 0 0', bound(0, frametime, 0.1));
533 if(eff & EF_STARDUST)
534 pointparticles(EFFECT_EF_STARDUST, self.origin, '0 0 0', bound(0, frametime, 0.1));
535 if(eff & EF_NOSHADOW)
536 self.renderflags |= RF_NOSHADOW;
537 if(eff & EF_NODEPTHTEST)
538 self.renderflags |= RF_DEPTHHACK;
539 // ignoring EF_SELECTABLE
540 if(eff & EF_DOUBLESIDED)
541 self.effects |= EF_DOUBLESIDED;
542 if(eff & EF_NOSELFSHADOW)
543 self.effects |= EF_NOSELFSHADOW;
544 if(eff & EF_DYNAMICMODELLIGHT)
545 self.renderflags |= RF_DYNAMICMODELLIGHT;
546 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
547 if(self.csqcmodel_modelflags & MF_ROCKET)
548 tref = EFFECT_TR_ROCKET.m_id;
549 if(self.csqcmodel_modelflags & MF_GRENADE)
550 tref = EFFECT_TR_GRENADE.m_id;
551 if(self.csqcmodel_modelflags & MF_GIB)
552 tref = EFFECT_TR_BLOOD.m_id;
553 if(self.csqcmodel_modelflags & MF_ROTATE)
555 self.renderflags |= RF_USEAXIS;
556 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
558 if(self.csqcmodel_modelflags & MF_TRACER)
559 tref = EFFECT_TR_WIZSPIKE.m_id;
560 if(self.csqcmodel_modelflags & MF_ZOMGIB)
561 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
562 if(self.csqcmodel_modelflags & MF_TRACER2)
563 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
564 if(self.csqcmodel_modelflags & MF_TRACER3)
565 tref = EFFECT_TR_VORESPIKE.m_id;
567 self.traileffect = tref;
570 Projectile_DrawTrail(self, self.origin);
572 Projectile_ResetTrail(self, self.origin);
574 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
575 self.renderflags |= RF_ADDITIVE;
576 // also special in CSQCPlayer_GlowMod_Apply
578 if(self.csqcmodel_modelflags & MF_ROCKET)
580 if(!self.snd_looping)
582 sound(self, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_g_jetpack_attenuation);
583 self.snd_looping = CH_TRIGGER_SINGLE;
590 sound(self, self.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation);
591 self.snd_looping = 0;
597 .int csqcmodel_predraw_run;
599 .int anim_frame1time;
601 .int anim_frame2time;
603 .int anim_saveframe1time;
604 .int anim_saveframe2;
605 .int anim_saveframe2time;
606 .int anim_prev_pmove_flags;
607 void CSQCModel_Hook_PreDraw(bool isplayer)
609 if(self.csqcmodel_predraw_run == framecount)
611 self.csqcmodel_predraw_run = framecount;
613 if(!self.modelindex || self.model == "null")
619 self.drawmask = MASK_NORMAL;
621 if(self.isplayermodel) // this checks if it's a player MODEL!
623 CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
624 CSQCPlayer_LOD_Apply();
628 skeleton_loadinfo(self);
629 bool doblend = (self.bone_upperbody >= 0);
630 CSQCPlayer_FallbackFrame_Apply();
633 skeleton_from_frames(self, self.csqcmodel_isdead);
637 free_skeleton_from_frames(self);
638 // just in case, clear these (we're animating in frame and frame3)
645 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
646 skeleton_loadinfo(self);
647 bool doblend = (self.bone_upperbody >= 0);
649 if(self == csqcplayer)
651 if(self.flags & FL_ONGROUND)
653 self.anim_prev_pmove_flags = self.flags;
654 if(self.flags & FL_DUCKED)
655 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, false);
656 else if(self.anim_state & ANIMSTATE_DUCK)
657 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false);
661 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
662 if(trace_startsolid || trace_fraction < 1)
665 animdecide_load_if_needed(self);
666 animdecide_setimplicitstate(self, onground);
667 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
669 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
670 sf |= CSQCMODEL_PROPERTY_FRAME;
671 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
672 sf |= CSQCMODEL_PROPERTY_FRAME2;
673 self.anim_saveframe = self.anim_frame;
674 self.anim_saveframe1time = self.anim_frame1time;
675 self.anim_saveframe2 = self.anim_frame2;
676 self.anim_saveframe2time = self.anim_frame2time;
677 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
678 // This ensures that .frame etc. are always written.
679 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
680 self.lerpfrac = (doblend ? 0.5 : 0);
681 self.frame = self.anim_frame;
682 self.frame1time = self.anim_frame1time;
683 self.frame2 = self.anim_frame2;
684 self.frame2time = self.anim_frame2time;
685 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
686 CSQCModel_InterpolateAnimation_2To4_Do();
689 skeleton_from_frames(self, self.csqcmodel_isdead);
693 free_skeleton_from_frames(self);
694 // just in case, clear these (we're animating in frame and frame3)
701 CSQCModel_AutoTagIndex_Apply();
703 CSQCModel_Effects_Apply();
706 void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer)
708 // interpolate v_angle
709 self.iflags |= IFLAG_V_ANGLE_X;
710 // revert to values from server
711 CSQCModel_Effects_PreUpdate();
712 if(self.isplayermodel)
715 CSQCPlayer_FallbackFrame_PreUpdate();
716 CSQCPlayer_ModelAppearance_PreUpdate();
720 void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer)
722 // is it a player model? (shared state)
723 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/" || (substring(self.model, 0, 16) == "models/monsters/" && (self.entnum >= 1 && self.entnum <= maxclients)));
725 // save values set by server
726 if(self.isplayermodel)
728 CSQCPlayer_ModelAppearance_PostUpdate();
730 CSQCPlayer_AnimDecide_PostUpdate(isnew);
732 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
734 CSQCModel_Effects_PostUpdate();