1 #include "csqcmodel_hooks.qh"
2 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include <client/mutators/_mod.qh>
6 #include <client/main.qh>
7 #include "player_skeleton.qh"
8 #include "weapons/projectile.qh"
9 #include <common/animdecide.qh>
10 #include <common/ent_cs.qh>
11 #include <common/gamemodes/_mod.qh>
12 #include <common/mapinfo.qh>
13 #include <common/physics/movetypes/movetypes.qh>
14 #include <common/physics/player.qh>
15 #include <common/viewloc.qh>
16 #include <common/effects/all.qh>
17 #include <common/effects/all.inc>
18 #include <lib/csqcmodel/cl_model.qh>
19 #include <lib/csqcmodel/cl_player.qh>
20 #include <lib/csqcmodel/interpolate.qh>
29 void CSQCPlayer_LOD_Apply(entity this)
32 if(this.lodmodelindex0 != this.modelindex)
34 string modelname = this.model;
37 vector mi = this.mins;
38 vector ma = this.maxs;
41 this.lodmodelindex0 = this.modelindex;
42 this.lodmodelindex1 = this.modelindex;
43 this.lodmodelindex2 = this.modelindex;
45 // FIXME: this only supports 3-letter extensions
46 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
52 this.lodmodelindex1 = this.modelindex;
55 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
61 this.lodmodelindex2 = this.modelindex;
64 _setmodel(this, modelname); // make everything normal again
65 setsize(this, mi, ma);
69 if(autocvar_cl_playerdetailreduction <= 0)
71 if(autocvar_cl_playerdetailreduction <= -2)
72 this.modelindex = this.lodmodelindex2;
73 else if(autocvar_cl_playerdetailreduction <= -1)
74 this.modelindex = this.lodmodelindex1;
76 this.modelindex = this.lodmodelindex0;
80 float distance = vlen(this.origin - view_origin);
81 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
82 f *= 1.0 / bound(0.01, view_quality, 1);
83 if(f > autocvar_cl_loddistance2)
84 this.modelindex = this.lodmodelindex2;
85 else if(f > autocvar_cl_loddistance1)
86 this.modelindex = this.lodmodelindex1;
88 this.modelindex = this.lodmodelindex0;
92 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
93 string forceplayermodels_model;
94 bool forceplayermodels_modelisgoodmodel;
95 int forceplayermodels_modelindex;
96 int forceplayermodels_skin;
98 string forceplayermodels_mymodel;
99 bool forceplayermodels_myisgoodmodel;
100 int forceplayermodels_mymodelindex;
102 bool forceplayermodels_attempted;
104 .string forceplayermodels_savemodel;
105 .int forceplayermodels_savemodelindex;
106 .int forceplayermodels_saveskin;
107 .int forceplayermodels_savecolormap;
109 .string forceplayermodels_isgoodmodel_mdl;
110 .bool forceplayermodels_isgoodmodel;
112 string forceplayermodels_goodmodel;
113 int forceplayermodels_goodmodelindex;
117 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
119 this.model = this.forceplayermodels_savemodel;
120 this.modelindex = this.forceplayermodels_savemodelindex;
121 this.skin = this.forceplayermodels_saveskin;
122 this.colormap = this.forceplayermodels_savecolormap;
124 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
126 this.forceplayermodels_savemodel = this.model;
127 this.forceplayermodels_savemodelindex = this.modelindex;
128 this.forceplayermodels_saveskin = this.skin;
129 this.forceplayermodels_savecolormap = this.colormap;
131 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
133 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
134 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
135 if(!this.forceplayermodels_isgoodmodel)
136 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
139 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
141 int cm = this.forceplayermodels_savecolormap;
142 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
144 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
145 goto skipforcemodels;
148 // which one is ALWAYS good?
149 if (!forceplayermodels_goodmodel)
152 precache_model(cvar_defstring("_cl_playermodel"));
153 _setmodel(e, cvar_defstring("_cl_playermodel"));
154 forceplayermodels_goodmodel = e.model;
155 forceplayermodels_goodmodelindex = e.modelindex;
159 // first, try finding it from the server
160 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
164 if(!isdemo()) // this is mainly cheat protection; not needed for demos
166 // trust server's idea of "own player model"
167 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
168 forceplayermodels_model = this.forceplayermodels_savemodel;
169 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
170 forceplayermodels_skin = this.forceplayermodels_saveskin;
171 forceplayermodels_attempted = 1;
176 // forcemodel finding
177 if(!forceplayermodels_attempted)
179 forceplayermodels_attempted = 1;
181 // only if this failed, find it out on our own
183 precache_model(autocvar__cl_playermodel);
184 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
185 forceplayermodels_modelisgoodmodel = fexists(e.model);
186 forceplayermodels_model = e.model;
187 forceplayermodels_modelindex = e.modelindex;
188 forceplayermodels_skin = autocvar__cl_playerskin;
192 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
195 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
196 forceplayermodels_myisgoodmodel = fexists(e.model);
197 forceplayermodels_mymodel = e.model;
198 forceplayermodels_mymodelindex = e.modelindex;
206 isfriend = (cm == 1024 + 17 * myteam);
208 isfriend = islocalplayer;
210 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
212 this.model = forceplayermodels_mymodel;
213 this.modelindex = forceplayermodels_mymodelindex;
214 this.skin = autocvar_cl_forcemyplayerskin;
216 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
218 this.model = forceplayermodels_model;
219 this.modelindex = forceplayermodels_modelindex;
220 this.skin = forceplayermodels_skin;
222 else if(this.forceplayermodels_isgoodmodel)
224 this.model = this.forceplayermodels_savemodel;
225 this.modelindex = this.forceplayermodels_savemodelindex;
226 this.skin = this.forceplayermodels_saveskin;
230 this.model = forceplayermodels_goodmodel;
231 this.modelindex = forceplayermodels_goodmodelindex;
232 this.skin = this.forceplayermodels_saveskin;
235 LABEL(skipforcemodels)
237 if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
238 goto skipforcecolors;
240 // forceplayercolors too
243 // own team's color is never forced
244 int forcecolor_friend = 0;
245 int forcecolor_enemy = 0;
248 if(autocvar_cl_forcemyplayercolors)
249 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
250 if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
251 || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
252 forcecolor_enemy = 1024 + autocvar__cl_color;
254 if(forcecolor_enemy && !forcecolor_friend)
256 // only enemy color is forced?
257 // verify it is not equal to the friend color
258 if(forcecolor_enemy == 1024 + 17 * myteam)
259 forcecolor_enemy = 0;
262 if(forcecolor_friend && !forcecolor_enemy)
264 // only friend color is forced?
265 // verify it is not equal to the enemy color
266 for(tm = teams.sort_next; tm; tm = tm.sort_next)
267 // note: we even compare against our own team.
268 // if we rejected because we matched our OWN team color,
269 // this is not bad; we then simply keep our color as is
271 if(forcecolor_friend == 1024 + 17 * tm.team)
272 forcecolor_friend = 0;
275 if(cm == 1024 + 17 * myteam)
277 if(forcecolor_friend)
278 this.colormap = forcecolor_friend;
283 this.colormap = forcecolor_enemy;
288 if(autocvar_cl_forcemyplayercolors && islocalplayer)
289 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
290 else if(autocvar_cl_forceplayercolors)
291 this.colormap = player_localnum + 1;
294 LABEL(skipforcecolors)
296 if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
298 this.glowmod = '0 0 0';
303 // GLOWMOD AND DEATH FADING
304 if(this.colormap > 0)
305 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
307 this.glowmod = '1 1 1';
309 if(autocvar_cl_deathglow > 0)
311 if(this.csqcmodel_isdead)
313 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
314 if(this.colormap > 0)
316 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
317 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
318 if (this.glowmod == '0 0 0')
319 this.glowmod.x = 0.000001;
323 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
326 // FEATURE: fallback frames
327 .int csqcmodel_saveframe;
328 .int csqcmodel_saveframe2;
329 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
330 .int csqcmodel_saveframe3;
331 .int csqcmodel_saveframe4;
333 .int csqcmodel_framecount;
335 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
336 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
338 this.frame = this.csqcmodel_saveframe;
339 this.frame2 = this.csqcmodel_saveframe2;
340 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
341 this.frame3 = this.csqcmodel_saveframe3;
342 this.frame4 = this.csqcmodel_saveframe4;
345 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
347 this.csqcmodel_saveframe = this.frame;
348 this.csqcmodel_saveframe2 = this.frame2;
349 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
350 this.csqcmodel_saveframe3 = this.frame3;
351 this.csqcmodel_saveframe4 = this.frame4;
354 // hack for death animations: set their frametime to zero in case a
358 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
359 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
360 this.ft = this.death_time; \
362 FIX_FRAMETIME(frame, frame1time);
363 FIX_FRAMETIME(frame2, frame2time);
364 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
365 FIX_FRAMETIME(frame3, frame3time);
366 FIX_FRAMETIME(frame4, frame4time);
369 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
371 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
373 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
375 int CSQCPlayer_FallbackFrame(entity this, int f)
378 if(frameduration(this.modelindex, f) > 0)
379 return f; // goooooood
380 if(frameduration(this.modelindex, 1) <= 0)
381 return f; // this is a static model. We can't fix it if we wanted to
384 case 23: return 11; // anim_melee -> anim_shoot
385 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
386 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
387 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
388 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
389 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
390 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
391 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
393 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
396 void CSQCPlayer_FallbackFrame_Apply(entity this)
398 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
399 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
400 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
401 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
402 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
406 // FEATURE: auto tag_index
408 .int tag_entity_lastmodelindex;
410 void CSQCModel_AutoTagIndex_Apply(entity this)
412 if(this.tag_entity && wasfreed(this.tag_entity))
413 this.tag_entity = NULL;
415 MUTATOR_CALLHOOK(TagIndex_Update, this);
417 if(this.tag_networkentity)
421 if(this.tag_entity.entnum != this.tag_networkentity)
423 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
427 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
428 if(this.tag_entity.classname == "csqcmodel")
430 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
433 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
435 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
442 // the best part is: IT EXISTS
443 if(substring(this.model, 0, 14) == "models/weapons")
445 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
447 this.tag_index = gettagindex(this.tag_entity, "weapon");
449 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
452 // we need to prevent this from 'appening
453 this.tag_entity = NULL;
455 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
458 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
460 skeleton_loadinfo(this.tag_entity);
461 this.tag_index = this.tag_entity.bone_weapon;
465 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
467 this.tag_index = gettagindex(this.tag_entity, "shot");
469 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
472 MUTATOR_CALLHOOK(TagIndex_Apply, this);
476 // damn, see you next frame
483 void CSQCModel_Effects_PreUpdate(entity this)
485 this.effects = this.csqcmodel_effects;
486 this.modelflags = this.csqcmodel_modelflags;
487 this.traileffect = this.csqcmodel_traileffect;
489 void Reset_ArcBeam();
490 void CSQCModel_Effects_PostUpdate(entity this)
492 if (this == csqcplayer) {
493 if (this.csqcmodel_teleported) {
497 this.csqcmodel_effects = this.effects;
498 this.csqcmodel_modelflags = this.modelflags;
499 this.csqcmodel_traileffect = this.traileffect;
502 if(this.csqcmodel_teleported)
503 Projectile_ResetTrail(this, this.origin);
506 void CSQCModel_Effects_Apply(entity this)
508 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
509 int tref = this.csqcmodel_traileffect;
511 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
513 this.traileffect = 0;
515 if(eff & EF_BRIGHTFIELD)
516 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
517 // ignoring EF_MUZZLEFLASH
518 if(eff & EF_BRIGHTLIGHT)
519 adddynamiclight(this.origin, 400, '3 3 3');
520 if(eff & EF_DIMLIGHT)
521 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
522 if((eff & EF_NODRAW) || (this.alpha < 0))
524 if(eff & EF_ADDITIVE)
525 this.renderflags |= RF_ADDITIVE;
527 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
529 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
530 // ignoring EF_NOGUNBOB
531 if(eff & EF_FULLBRIGHT)
532 this.renderflags |= RF_FULLBRIGHT;
535 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
536 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
538 if(eff & EF_STARDUST)
540 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
541 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
543 if(eff & EF_NOSHADOW)
544 this.renderflags |= RF_NOSHADOW;
545 if(eff & EF_NODEPTHTEST)
546 this.renderflags |= RF_DEPTHHACK;
547 // ignoring EF_SELECTABLE
548 if(eff & EF_DOUBLESIDED)
549 this.effects |= EF_DOUBLESIDED;
550 if(eff & EF_NOSELFSHADOW)
551 this.effects |= EF_NOSELFSHADOW;
552 if(eff & EF_DYNAMICMODELLIGHT)
553 this.renderflags |= RF_DYNAMICMODELLIGHT;
554 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
555 if(this.csqcmodel_modelflags & MF_ROCKET)
556 tref = EFFECT_TR_ROCKET.m_id;
557 if(this.csqcmodel_modelflags & MF_GRENADE)
558 tref = EFFECT_TR_GRENADE.m_id;
559 if(this.csqcmodel_modelflags & MF_GIB)
560 tref = EFFECT_TR_BLOOD.m_id;
561 if(this.csqcmodel_modelflags & MF_ROTATE)
563 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
564 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
565 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
566 this.renderflags |= RF_USEAXIS;
567 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
569 if(this.csqcmodel_modelflags & MF_TRACER)
570 tref = EFFECT_TR_WIZSPIKE.m_id;
571 if(this.csqcmodel_modelflags & MF_ZOMGIB)
572 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
573 if(this.csqcmodel_modelflags & MF_TRACER2)
574 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
575 if(this.csqcmodel_modelflags & MF_TRACER3)
576 tref = EFFECT_TR_VORESPIKE.m_id;
578 this.traileffect = tref;
581 Projectile_DrawTrail(this, this.origin);
583 Projectile_ResetTrail(this, this.origin);
585 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
586 this.renderflags |= RF_ADDITIVE;
587 // also special in CSQCPlayer_GlowMod_Apply
589 if(this.csqcmodel_modelflags & MF_ROCKET)
591 if(!this.snd_looping)
593 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
594 this.snd_looping = CH_TRIGGER_SINGLE;
601 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
602 this.snd_looping = 0;
608 .int csqcmodel_predraw_run;
610 .int anim_frame1time;
612 .int anim_frame2time;
614 .int anim_saveframe1time;
615 .int anim_saveframe2;
616 .int anim_saveframe2time;
617 .int anim_prev_pmove_flags;
618 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
620 if(this.csqcmodel_predraw_run == framecount)
622 this.csqcmodel_predraw_run = framecount;
624 if(!this.modelindex || this.model == "null" || this.alpha < 0)
627 if(this.snd_looping > 0)
629 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
630 this.snd_looping = 0;
635 this.drawmask = MASK_NORMAL;
637 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
639 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
640 CSQCPlayer_LOD_Apply(this);
644 skeleton_loadinfo(this);
645 bool doblend = (this.bone_upperbody >= 0);
646 CSQCPlayer_FallbackFrame_Apply(this);
649 skeleton_from_frames(this, this.csqcmodel_isdead);
653 free_skeleton_from_frames(this);
654 // just in case, clear these (we're animating in frame and frame3)
661 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
662 skeleton_loadinfo(this);
663 bool doblend = (this.bone_upperbody >= 0);
665 if(this == csqcplayer)
667 if(IS_ONGROUND(this))
669 this.anim_prev_pmove_flags = this.flags;
670 if(this.flags & FL_DUCKED)
671 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
672 else if(this.anim_state & ANIMSTATE_DUCK)
673 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
677 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
678 if(trace_startsolid || trace_fraction < 1)
681 animdecide_load_if_needed(this);
682 animdecide_setimplicitstate(this, onground);
683 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
685 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
686 sf |= CSQCMODEL_PROPERTY_FRAME;
687 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
688 sf |= CSQCMODEL_PROPERTY_FRAME2;
689 this.anim_saveframe = this.anim_frame;
690 this.anim_saveframe1time = this.anim_frame1time;
691 this.anim_saveframe2 = this.anim_frame2;
692 this.anim_saveframe2time = this.anim_frame2time;
693 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
694 // This ensures that .frame etc. are always written.
695 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
696 this.lerpfrac = (doblend ? 0.5 : 0);
697 this.frame = this.anim_frame;
698 this.frame1time = this.anim_frame1time;
699 this.frame2 = this.anim_frame2;
700 this.frame2time = this.anim_frame2time;
701 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
702 CSQCModel_InterpolateAnimation_2To4_Do(this);
705 skeleton_from_frames(this, this.csqcmodel_isdead);
709 free_skeleton_from_frames(this);
710 // just in case, clear these (we're animating in frame and frame3)
717 CSQCModel_AutoTagIndex_Apply(this);
719 CSQCModel_Effects_Apply(this);
722 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
724 // interpolate v_angle
725 this.iflags |= IFLAG_V_ANGLE_X;
726 // revert to values from server
727 CSQCModel_Effects_PreUpdate(this);
728 if((this.isplayermodel & ISPLAYER_MODEL))
731 CSQCPlayer_FallbackFrame_PreUpdate(this);
732 CSQCPlayer_ModelAppearance_PreUpdate(this);
736 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
738 // is it a player model? (shared state)
739 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
740 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
741 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
743 // save values set by server
744 if((this.isplayermodel & ISPLAYER_MODEL))
746 CSQCPlayer_ModelAppearance_PostUpdate(this);
748 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
750 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
752 CSQCModel_Effects_PostUpdate(this);