1 void CSQCModel_Hook_PreDraw();
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
17 vector mi = self.mins;
18 vector ma = self.maxs;
21 self.lodmodelindex0 = self.modelindex;
22 self.lodmodelindex1 = self.modelindex;
23 self.lodmodelindex2 = self.modelindex;
25 // FIXME: this only supports 3-letter extensions
26 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
32 self.lodmodelindex1 = self.modelindex;
35 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
41 self.lodmodelindex2 = self.modelindex;
44 setmodel(self, modelname); // make everything normal again
45 setsize(self, mi, ma);
49 if(autocvar_cl_playerdetailreduction <= 0)
51 if(autocvar_cl_playerdetailreduction <= -2)
52 self.modelindex = self.lodmodelindex2;
53 else if(autocvar_cl_playerdetailreduction <= -1)
54 self.modelindex = self.lodmodelindex1;
56 self.modelindex = self.lodmodelindex0;
60 float distance = vlen(self.origin - view_origin);
61 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
62 f *= 1.0 / bound(0.01, view_quality, 1);
63 if(f > autocvar_cl_loddistance2)
64 self.modelindex = self.lodmodelindex2;
65 else if(f > autocvar_cl_loddistance1)
66 self.modelindex = self.lodmodelindex1;
68 self.modelindex = self.lodmodelindex0;
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
82 float forceplayermodels_attempted;
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
95 void CSQCPlayer_ForceModel_PreUpdate(void)
97 self.model = self.forceplayermodels_savemodel;
98 self.modelindex = self.forceplayermodels_savemodelindex;
99 self.skin = self.forceplayermodels_saveskin;
100 self.colormap = self.forceplayermodels_savecolormap;
102 void CSQCPlayer_ForceModel_PostUpdate(void)
104 self.forceplayermodels_savemodel = self.model;
105 self.forceplayermodels_savemodelindex = self.modelindex;
106 self.forceplayermodels_saveskin = self.skin;
107 self.forceplayermodels_savecolormap = self.colormap;
109 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
111 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
112 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
113 if(!self.forceplayermodels_isgoodmodel)
114 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
119 // which one is ALWAYS good?
120 if not(forceplayermodels_goodmodel)
124 precache_model(cvar_defstring("_cl_playermodel"));
125 setmodel(e, cvar_defstring("_cl_playermodel"));
126 forceplayermodels_goodmodel = e.model;
127 forceplayermodels_goodmodelindex = e.modelindex;
131 // first, try finding it from the server
132 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
136 if(!isdemo()) // this is mainly cheat protection; not needed for demos
138 // trust server's idea of "own player model"
139 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
140 forceplayermodels_model = self.forceplayermodels_savemodel;
141 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
142 forceplayermodels_skin = self.forceplayermodels_saveskin;
143 forceplayermodels_attempted = 1;
148 // forcemodel finding
149 if(!forceplayermodels_attempted)
151 forceplayermodels_attempted = 1;
153 // only if this failed, find it out on our own
156 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
157 forceplayermodels_modelisgoodmodel = fexists(e.model);
158 forceplayermodels_model = e.model;
159 forceplayermodels_modelindex = e.modelindex;
160 forceplayermodels_skin = autocvar__cl_playerskin;
164 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
168 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
169 forceplayermodels_myisgoodmodel = fexists(e.model);
170 forceplayermodels_mymodel = e.model;
171 forceplayermodels_mymodelindex = e.modelindex;
179 cm = self.forceplayermodels_savecolormap;
180 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
182 isfriend = (cm == 1024 + 17 * myteam);
185 isfriend = islocalplayer;
187 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
189 self.model = forceplayermodels_mymodel;
190 self.modelindex = forceplayermodels_mymodelindex;
191 self.skin = autocvar_cl_forcemyplayerskin;
193 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
195 self.model = forceplayermodels_model;
196 self.modelindex = forceplayermodels_modelindex;
197 self.skin = forceplayermodels_skin;
199 else if(self.forceplayermodels_isgoodmodel)
201 self.model = self.forceplayermodels_savemodel;
202 self.modelindex = self.forceplayermodels_savemodelindex;
203 self.skin = self.forceplayermodels_saveskin;
207 self.model = forceplayermodels_goodmodel;
208 self.modelindex = forceplayermodels_goodmodelindex;
209 self.skin = self.forceplayermodels_saveskin;
212 // forceplayercolors too
215 // own team's color is never forced
216 float forcecolor_friend = 0;
217 float forcecolor_enemy = 0;
218 float teams_count = 0;
219 float my_colors = 1024 + autocvar__cl_color;
222 for(tm = teams.sort_next; tm; tm = tm.sort_next)
223 if(tm.team != COLOR_SPECTATOR)
226 if(autocvar_cl_forcemyplayercolors)
227 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
228 if(autocvar_cl_forceplayercolors && teams_count == 2)
229 forcecolor_enemy = 1024 + my_colors;
231 if(forcecolor_enemy && !forcecolor_friend)
233 // only enemy color is forced?
234 // verify it is not equal to the friend color
235 if(forcecolor_enemy == 1024 + 17 * myteam)
236 forcecolor_enemy = 0;
239 if(forcecolor_friend && !forcecolor_enemy)
241 // only friend color is forced?
242 // verify it is not equal to the enemy color
243 for(tm = teams.sort_next; tm; tm = tm.sort_next)
244 // note: we even compare against our own team.
245 // if we rejected because we matched our OWN team color,
246 // this is not bad; we then simply keep our color as is
248 if(forcecolor_friend == 1024 + 17 * tm.team)
249 forcecolor_friend = 0;
253 cm = self.forceplayermodels_savecolormap;
254 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
256 if(cm == 1024 + 17 * myteam)
258 if(forcecolor_friend)
259 self.colormap = forcecolor_friend;
264 self.colormap = forcecolor_enemy;
269 if(autocvar_cl_forcemyplayercolors && islocalplayer)
270 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
271 else if(autocvar_cl_forceplayercolors)
272 self.colormap = player_localnum + 1;
276 // FEATURE: fallback frames
277 .float csqcmodel_saveframe;
278 .float csqcmodel_saveframe2;
279 .float csqcmodel_saveframe3;
280 .float csqcmodel_saveframe4;
281 .float csqcmodel_framecount;
283 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
284 void CSQCPlayer_FallbackFrame_PreUpdate(void)
286 self.frame = self.csqcmodel_saveframe;
287 self.frame2 = self.csqcmodel_saveframe2;
288 self.frame3 = self.csqcmodel_saveframe3;
289 self.frame4 = self.csqcmodel_saveframe4;
291 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
293 self.csqcmodel_saveframe = self.frame;
294 self.csqcmodel_saveframe2 = self.frame2;
295 self.csqcmodel_saveframe3 = self.frame3;
296 self.csqcmodel_saveframe4 = self.frame4;
298 // hack for death animations: set their frametime to zero in case a
302 #define FIX_FRAMETIME(f,ft) \
303 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
305 self.ft = self.death_time; \
307 FIX_FRAMETIME(frame, frame1time)
308 FIX_FRAMETIME(frame2, frame2time)
309 FIX_FRAMETIME(frame3, frame3time)
310 FIX_FRAMETIME(frame4, frame4time)
312 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
314 float CSQCPlayer_FallbackFrame(float f)
316 if(frameduration(self.modelindex, f) > 0)
317 return f; // goooooood
318 if(frameduration(self.modelindex, 1) <= 0)
319 return f; // this is a static model. We can't fix it if we wanted to
322 case 23: return 11; // anim_melee -> anim_shoot
323 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
324 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
325 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
326 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
327 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
328 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
329 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
331 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
334 void CSQCPlayer_FallbackFrame_Apply(void)
336 self.frame = CSQCPlayer_FallbackFrame(self.frame);
337 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
338 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
339 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
342 // FEATURE: auto tag_index
344 .float tag_entity_lastmodelindex;
346 void CSQCModel_AutoTagIndex_Apply(void)
348 if(self.tag_entity && wasfreed(self.tag_entity))
349 self.tag_entity = world;
351 if(self.tag_networkentity)
355 if(self.tag_entity.entnum != self.tag_networkentity)
357 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
361 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
362 if(self.tag_entity.classname == "csqcmodel")
364 entity oldself = self;
365 self = self.tag_entity;
366 CSQCModel_Hook_PreDraw();
370 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
372 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
379 // the best part is: IT EXISTS
380 if(substring(self.model, 0, 17) == "models/weapons/v_")
382 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
384 self.tag_index = gettagindex(self.tag_entity, "weapon");
386 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
389 // we need to prevent this from 'appening
390 self.tag_entity = world;
392 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
395 else if(self.tag_entity.isplayermodel)
397 self.tag_index = gettagindex(self.tag_entity, "weapon");
399 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
401 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
405 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
407 self.tag_index = gettagindex(self.tag_entity, "shot");
409 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
414 // damn, see you next frame
421 // FEATURE: EF_NODRAW workalike
422 float EF_BRIGHTFIELD = 1;
423 float EF_BRIGHTLIGHT = 4;
424 float EF_DIMLIGHT = 8;
425 float EF_DOUBLESIDED = 32768;
426 float EF_NOSELFSHADOW = 65536;
427 float EF_DYNAMICMODELLIGHT = 131072;
428 float MF_ROCKET = 1; // leave a trail
429 float MF_GRENADE = 2; // leave a trail
430 float MF_GIB = 4; // leave a trail
431 float MF_ROTATE = 8; // rotate (bonus items)
432 float MF_TRACER = 16; // green split trail
433 float MF_ZOMGIB = 32; // small blood trail
434 float MF_TRACER2 = 64; // orange split trail
435 float MF_TRACER3 = 128; // purple trail
436 .float csqcmodel_effects;
437 .float csqcmodel_modelflags;
438 void CSQCModel_Effects_PreUpdate(void)
440 self.effects = self.csqcmodel_effects;
441 self.modelflags = self.csqcmodel_modelflags;
443 void CSQCModel_Effects_PostUpdate(void)
445 self.csqcmodel_effects = self.effects;
446 self.csqcmodel_modelflags = self.modelflags;
449 if(self.csqcmodel_teleported)
450 Projectile_ResetTrail(self.origin);
452 void CSQCModel_Effects_Apply(void)
454 float eff = self.csqcmodel_effects;
455 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
457 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
459 self.traileffect = 0;
461 if(eff & EF_BRIGHTFIELD)
462 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
463 // ignoring EF_MUZZLEFLASH
464 if(eff & EF_BRIGHTLIGHT)
465 adddynamiclight(self.origin, 400, '3 3 3');
466 if(eff & EF_DIMLIGHT)
467 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
468 if((eff & EF_NODRAW) || (self.alpha < 0))
470 if(eff & EF_ADDITIVE)
471 self.renderflags |= RF_ADDITIVE;
473 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
475 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
476 // ignoring EF_NOGUNBOB
477 if(eff & EF_FULLBRIGHT)
478 self.renderflags |= RF_FULLBRIGHT;
480 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
481 if(eff & EF_STARDUST)
482 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
483 if(eff & EF_NOSHADOW)
484 self.renderflags |= RF_NOSHADOW;
485 if(eff & EF_NODEPTHTEST)
486 self.renderflags |= RF_DEPTHHACK;
487 // ignoring EF_SELECTABLE
488 if(eff & EF_DOUBLESIDED)
489 self.effects |= EF_DOUBLESIDED;
490 if(eff & EF_NOSELFSHADOW)
491 self.effects |= EF_NOSELFSHADOW;
492 if(eff & EF_DYNAMICMODELLIGHT)
493 self.renderflags |= RF_DYNAMICMODELLIGHT;
494 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
495 if(self.csqcmodel_modelflags & MF_ROCKET)
496 self.traileffect = particleeffectnum("TR_ROCKET");
497 if(self.csqcmodel_modelflags & MF_GRENADE)
498 self.traileffect = particleeffectnum("TR_GRENADE");
499 if(self.csqcmodel_modelflags & MF_GIB)
500 self.traileffect = particleeffectnum("TR_BLOOD");
501 if(self.csqcmodel_modelflags & MF_ROTATE)
503 self.renderflags |= RF_USEAXIS;
504 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
506 if(self.csqcmodel_modelflags & MF_TRACER)
507 self.traileffect = particleeffectnum("TR_WIZSPIKE");
508 if(self.csqcmodel_modelflags & MF_ZOMGIB)
509 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
510 if(self.csqcmodel_modelflags & MF_TRACER2)
511 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
512 if(self.csqcmodel_modelflags & MF_TRACER3)
513 self.traileffect = particleeffectnum("TR_VORESPIKE");
516 Projectile_DrawTrail(self.origin);
518 Projectile_ResetTrail(self.origin);
520 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
521 self.renderflags |= RF_ADDITIVE;
522 // also special in CSQCPlayer_GlowMod_Apply
525 // FEATURE: auto glowmod
527 void CSQCPlayer_GlowMod_Apply(void)
529 float cm = self.colormap;
531 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
534 if(self.colormap > 0)
535 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
537 self.glowmod = '1 1 1';
539 if(autocvar_cl_deathglow > 0)
540 if(self.csqcmodel_isdead)
542 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
543 // prevent the zero vector
544 self.glowmod_x = max(self.glowmod_x, 0.0001);
545 self.glowmod_y = max(self.glowmod_y, 0.0001);
546 self.glowmod_z = max(self.glowmod_z, 0.0001);
551 .float csqcmodel_predraw_run;
552 void CSQCModel_Hook_PreDraw()
554 if(self.csqcmodel_predraw_run == framecount)
556 self.csqcmodel_predraw_run = framecount;
558 if(!self.modelindex || self.model == "null")
564 self.drawmask = MASK_NORMAL;
566 if(self.isplayermodel) // this checks if it's a player MODEL!
568 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
569 CSQCPlayer_GlowMod_Apply();
570 CSQCPlayer_LOD_Apply();
571 CSQCPlayer_FallbackFrame_Apply();
574 CSQCModel_AutoTagIndex_Apply();
576 CSQCModel_Effects_Apply();
579 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
581 // revert to values from server
582 CSQCModel_Effects_PreUpdate();
583 if(self.isplayermodel)
585 CSQCPlayer_FallbackFrame_PreUpdate();
586 CSQCPlayer_ForceModel_PreUpdate();
590 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
592 // is it a player model? (shared state)
593 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
595 // save values set by server
596 if(self.isplayermodel)
598 CSQCPlayer_ForceModel_PostUpdate();
599 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
601 CSQCModel_Effects_PostUpdate();