7 void CSQCPlayer_LOD_Apply(void)
10 if(self.lodmodelindex0 != self.modelindex)
12 string modelname = self.model;
15 if(!fexists(modelname))
17 print(sprintf(_("Trying to use non existing model %s. "), modelname));
18 modelname = cvar_defstring("_cl_playermodel");
19 print(sprintf(_("Reverted to %s.\n"), modelname));
23 self.lodmodelindex0 = self.modelindex;
24 self.lodmodelindex1 = self.modelindex;
25 self.lodmodelindex2 = self.modelindex;
27 // FIXME: this only supports 3-letter extensions
28 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
34 self.lodmodelindex1 = self.modelindex;
37 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
43 self.lodmodelindex2 = self.modelindex;
46 setmodel(self, modelname); // make everything normal again
50 if(autocvar_cl_playerdetailreduction <= 0)
52 if(autocvar_cl_playerdetailreduction <= -2)
53 self.modelindex = self.lodmodelindex2;
54 else if(autocvar_cl_playerdetailreduction <= -1)
55 self.modelindex = self.lodmodelindex1;
57 self.modelindex = self.lodmodelindex0;
61 float distance = vlen(self.origin - other.origin);
62 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
63 f *= 1.0 / bound(0.01, view_quality, 1);
64 if(f > autocvar_cl_loddistance2)
65 self.modelindex = self.lodmodelindex2;
66 else if(f > autocvar_cl_loddistance1)
67 self.modelindex = self.lodmodelindex1;
69 self.modelindex = self.lodmodelindex0;
73 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
74 string forceplayermodels_model;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
78 string forceplayermodels_mymodel;
79 float forceplayermodels_mymodelindex;
81 float forceplayermodels_attempted;
82 .string forceplayermodels_savemodel;
83 .float forceplayermodels_savemodelindex;
84 .float forceplayermodels_saveskin;
85 .float forceplayermodels_savecolormap;
86 void CSQCPlayer_ForceModel_PreUpdate(void)
88 self.model = self.forceplayermodels_savemodel;
89 self.modelindex = self.forceplayermodels_savemodelindex;
90 self.skin = self.forceplayermodels_saveskin;
91 self.colormap = self.forceplayermodels_savecolormap;
93 void CSQCPlayer_ForceModel_PostUpdate(void)
95 self.forceplayermodels_savemodel = self.model;
96 self.forceplayermodels_savemodelindex = self.modelindex;
97 self.forceplayermodels_saveskin = self.skin;
98 self.forceplayermodels_savecolormap = self.colormap;
100 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
102 // first, try finding it from the server
104 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
108 // trust server's idea of "own player model"
109 forceplayermodels_model = self.model;
110 forceplayermodels_modelindex = self.modelindex;
111 forceplayermodels_skin = self.skin;
112 forceplayermodels_attempted = 1;
116 // forcemodel finding
117 if(!forceplayermodels_attempted)
119 forceplayermodels_attempted = 1;
121 // only if this failed, find it out on our own
124 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
125 forceplayermodels_model = e.model;
126 forceplayermodels_modelindex = e.modelindex;
127 forceplayermodels_skin = autocvar__cl_playerskin;
131 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
135 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
136 forceplayermodels_mymodel = e.model;
137 forceplayermodels_mymodelindex = e.modelindex;
142 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_mymodelindex && self.entnum == player_localnum + 1)
144 self.model = forceplayermodels_mymodel;
145 self.modelindex = forceplayermodels_mymodelindex;
146 self.skin = autocvar_cl_forcemyplayerskin;
148 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
150 self.model = forceplayermodels_model;
151 self.modelindex = forceplayermodels_modelindex;
152 self.skin = forceplayermodels_skin;
156 self.model = self.forceplayermodels_savemodel;
157 self.modelindex = self.forceplayermodels_savemodelindex;
158 self.skin = self.forceplayermodels_saveskin;
161 // forceplayercolors too
164 if(autocvar_cl_forcemyplayercolors && self.entnum == player_localnum + 1)
165 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
166 else if(autocvar_cl_forceplayercolors)
167 self.colormap = player_localnum + 1;
171 // FEATURE: fallback frames
172 .float csqcmodel_saveframe;
173 .float csqcmodel_saveframe2;
174 .float csqcmodel_saveframe3;
175 .float csqcmodel_saveframe4;
176 .float csqcmodel_framecount;
177 void CSQCPlayer_FallbackFrame_PreUpdate(void)
179 self.frame = self.csqcmodel_saveframe;
180 self.frame2 = self.csqcmodel_saveframe2;
181 self.frame3 = self.csqcmodel_saveframe3;
182 self.frame4 = self.csqcmodel_saveframe4;
184 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
186 self.csqcmodel_saveframe = self.frame;
187 self.csqcmodel_saveframe2 = self.frame2;
188 self.csqcmodel_saveframe3 = self.frame3;
189 self.csqcmodel_saveframe4 = self.frame4;
191 // hack for death animations: set their frametime to zero in case a
195 #define FIX_FRAMETIME(f,ft) \
203 FIX_FRAMETIME(frame, frame1time)
204 FIX_FRAMETIME(frame2, frame2time)
205 FIX_FRAMETIME(frame3, frame3time)
206 FIX_FRAMETIME(frame4, frame4time)
209 float CSQCPlayer_FallbackFrame(float f)
211 if(frameduration(self.modelindex, f) > 0)
212 return f; // goooooood
215 case 23: return 11; // anim_melee -> anim_shoot
216 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
217 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
218 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
219 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
220 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
221 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
222 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
224 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
227 void CSQCPlayer_FallbackFrame_Apply(void)
229 self.frame = CSQCPlayer_FallbackFrame(self.frame);
230 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
231 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
232 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
235 // FEATURE: auto glowmod
237 void CSQCPlayer_GlowMod_Apply(void)
239 if(self.colormap > 0)
240 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
242 self.glowmod = '1 1 1';
245 // FEATURE: auto tag_index
247 .float tag_entity_lastmodelindex;
249 void CSQCModel_AutoTagIndex_Apply(void)
251 if(self.tag_entity && wasfreed(self.tag_entity))
252 self.tag_entity = world;
254 if(self.tag_networkentity)
258 if(self.tag_entity.entnum != self.tag_networkentity)
260 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
263 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
265 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
272 // the best part is: IT EXISTS
273 if(substring(self.model, 0, 17) == "models/weapons/v_")
274 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
276 self.tag_index = gettagindex(self.tag_entity, "weapon");
278 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
281 // we need to prevent this from 'appening
282 self.tag_entity = world;
284 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
288 if(substring(self.model, 0, 17) == "models/weapons/v_")
289 if(substring(self.tag_entity.model, 0, 14) == "models/player/")
291 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
293 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
296 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
298 self.tag_index = gettagindex(self.tag_entity, "shot");
300 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
305 // damn, see you next frame
312 // FEATURE: EF_NODRAW workalike
313 float EF_BRIGHTFIELD = 1;
314 float EF_BRIGHTLIGHT = 4;
315 float EF_DIMLIGHT = 8;
316 float EF_DOUBLESIDED = 32768;
317 float EF_NOSELFSHADOW = 65536;
318 float EF_DYNAMICMODELLIGHT = 131072;
319 float MF_ROCKET = 1; // leave a trail
320 float MF_GRENADE = 2; // leave a trail
321 float MF_GIB = 4; // leave a trail
322 float MF_ROTATE = 8; // rotate (bonus items)
323 float MF_TRACER = 16; // green split trail
324 float MF_ZOMGIB = 32; // small blood trail
325 float MF_TRACER2 = 64; // orange split trail
326 float MF_TRACER3 = 128; // purple trail
327 .float csqcmodel_effects;
328 .float csqcmodel_modelflags;
329 void CSQCModel_Effects_PreUpdate(void)
331 self.effects = self.csqcmodel_effects;
332 self.modelflags = self.csqcmodel_modelflags;
334 void CSQCModel_Effects_PostUpdate(void)
336 self.csqcmodel_effects = self.effects;
337 self.csqcmodel_modelflags = self.modelflags;
340 if(self.csqcmodel_teleported)
341 Projectile_ResetTrail(self.origin);
343 void CSQCModel_Effects_Apply(void)
345 float eff = self.csqcmodel_effects;
346 eff &~= CSQCMODEL_EF_INVISIBLE;
348 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
350 self.traileffect = 0;
352 if(eff & EF_BRIGHTFIELD)
353 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
354 // ignoring EF_MUZZLEFLASH
355 if(eff & EF_BRIGHTLIGHT)
356 adddynamiclight(self.origin, 400, '3 3 3');
357 if(eff & EF_DIMLIGHT)
358 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
359 if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
361 if(eff & EF_ADDITIVE)
362 self.renderflags |= RF_ADDITIVE;
364 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
366 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
367 // ignoring EF_NOGUNBOB
368 if(eff & EF_FULLBRIGHT)
369 self.renderflags |= RF_FULLBRIGHT;
371 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
372 if(eff & EF_STARDUST)
373 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
374 if(eff & EF_NOSHADOW)
375 self.renderflags |= RF_NOSHADOW;
376 if(eff & EF_NODEPTHTEST)
377 self.renderflags |= RF_DEPTHHACK;
378 // ignoring EF_SELECTABLE
379 if(eff & EF_DOUBLESIDED)
380 self.effects |= EF_DOUBLESIDED;
381 if(eff & EF_NOSELFSHADOW)
382 self.effects |= EF_NOSELFSHADOW;
383 if(eff & EF_DYNAMICMODELLIGHT)
384 self.renderflags |= RF_DYNAMICMODELLIGHT;
385 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
386 if(self.csqcmodel_modelflags & MF_ROCKET)
387 self.traileffect = particleeffectnum("TR_ROCKET");
388 if(self.csqcmodel_modelflags & MF_GRENADE)
389 self.traileffect = particleeffectnum("TR_GRENADE");
390 if(self.csqcmodel_modelflags & MF_GIB)
391 self.traileffect = particleeffectnum("TR_BLOOD");
392 if(self.csqcmodel_modelflags & MF_ROTATE)
394 self.renderflags |= RF_USEAXIS;
395 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
397 if(self.csqcmodel_modelflags & MF_TRACER)
398 self.traileffect = particleeffectnum("TR_WIZSPIKE");
399 if(self.csqcmodel_modelflags & MF_ZOMGIB)
400 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
401 if(self.csqcmodel_modelflags & MF_TRACER2)
402 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
403 if(self.csqcmodel_modelflags & MF_TRACER3)
404 self.traileffect = particleeffectnum("TR_VORESPIKE");
407 Projectile_DrawTrail(self.origin);
409 Projectile_ResetTrail(self.origin);
413 void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
415 if(!self.modelindex || self.model == "null")
421 self.drawmask = MASK_NORMAL;
423 if(self.isplayermodel) // this checks if it's a player MODEL!
425 CSQCPlayer_GlowMod_Apply();
426 CSQCPlayer_ForceModel_Apply(islocalplayer);
427 CSQCPlayer_LOD_Apply();
428 CSQCPlayer_FallbackFrame_Apply();
431 if(!isplayer) // this checks if it's a player SLOT!
432 CSQCModel_AutoTagIndex_Apply();
434 CSQCModel_Effects_Apply();
437 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
439 // revert to values from server
440 CSQCModel_Effects_PreUpdate();
441 if(self.isplayermodel)
443 CSQCPlayer_FallbackFrame_PreUpdate();
444 CSQCPlayer_ForceModel_PreUpdate();
448 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
450 // is it a player model? (shared state)
451 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
453 // save values set by server
454 if(self.isplayermodel)
456 CSQCPlayer_ForceModel_PostUpdate();
457 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
459 CSQCModel_Effects_PostUpdate();