1 void CSQCModel_Hook_PreDraw(float isplayer);
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;
178 cm = self.forceplayermodels_savecolormap;
179 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
182 isfriend = (cm == 1024 + 17 * myteam);
184 isfriend = islocalplayer;
186 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
188 self.model = forceplayermodels_mymodel;
189 self.modelindex = forceplayermodels_mymodelindex;
190 self.skin = autocvar_cl_forcemyplayerskin;
192 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
194 self.model = forceplayermodels_model;
195 self.modelindex = forceplayermodels_modelindex;
196 self.skin = forceplayermodels_skin;
198 else if(self.forceplayermodels_isgoodmodel)
200 self.model = self.forceplayermodels_savemodel;
201 self.modelindex = self.forceplayermodels_savemodelindex;
202 self.skin = self.forceplayermodels_saveskin;
206 self.model = forceplayermodels_goodmodel;
207 self.modelindex = forceplayermodels_goodmodelindex;
208 self.skin = self.forceplayermodels_saveskin;
211 // forceplayercolors too
214 // own team's color is never forced
215 float forcecolor_friend = 0;
216 float forcecolor_enemy = 0;
219 if(autocvar_cl_forcemyplayercolors)
220 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
221 if(autocvar_cl_forceplayercolors && team_count == 2)
222 forcecolor_enemy = 1024 + autocvar__cl_color;
224 if(forcecolor_enemy && !forcecolor_friend)
226 // only enemy color is forced?
227 // verify it is not equal to the friend color
228 if(forcecolor_enemy == 1024 + 17 * myteam)
229 forcecolor_enemy = 0;
232 if(forcecolor_friend && !forcecolor_enemy)
234 // only friend color is forced?
235 // verify it is not equal to the enemy color
236 for(tm = teams.sort_next; tm; tm = tm.sort_next)
237 // note: we even compare against our own team.
238 // if we rejected because we matched our OWN team color,
239 // this is not bad; we then simply keep our color as is
241 if(forcecolor_friend == 1024 + 17 * tm.team)
242 forcecolor_friend = 0;
245 if(cm == 1024 + 17 * myteam)
247 if(forcecolor_friend)
248 self.colormap = forcecolor_friend;
253 self.colormap = forcecolor_enemy;
258 if(autocvar_cl_forcemyplayercolors && islocalplayer)
259 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
260 else if(autocvar_cl_forceplayercolors)
261 self.colormap = player_localnum + 1;
265 // FEATURE: fallback frames
266 .float csqcmodel_saveframe;
267 .float csqcmodel_saveframe2;
268 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
269 .float csqcmodel_saveframe3;
270 .float csqcmodel_saveframe4;
272 .float csqcmodel_framecount;
274 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
275 void CSQCPlayer_FallbackFrame_PreUpdate(void)
277 self.frame = self.csqcmodel_saveframe;
278 self.frame2 = self.csqcmodel_saveframe2;
279 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
280 self.frame3 = self.csqcmodel_saveframe3;
281 self.frame4 = self.csqcmodel_saveframe4;
284 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
286 self.csqcmodel_saveframe = self.frame;
287 self.csqcmodel_saveframe2 = self.frame2;
288 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
289 self.csqcmodel_saveframe3 = self.frame3;
290 self.csqcmodel_saveframe4 = self.frame4;
293 // hack for death animations: set their frametime to zero in case a
297 #define FIX_FRAMETIME(f,ft) \
298 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
300 self.ft = self.death_time; \
302 FIX_FRAMETIME(frame, frame1time)
303 FIX_FRAMETIME(frame2, frame2time)
304 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
305 FIX_FRAMETIME(frame3, frame3time)
306 FIX_FRAMETIME(frame4, frame4time)
309 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
311 void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
313 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
315 float CSQCPlayer_FallbackFrame(float f)
317 if(frameduration(self.modelindex, f) > 0)
318 return f; // goooooood
319 if(frameduration(self.modelindex, 1) <= 0)
320 return f; // this is a static model. We can't fix it if we wanted to
323 case 23: return 11; // anim_melee -> anim_shoot
324 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
325 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
326 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
327 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
328 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
329 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
330 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
332 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
335 void CSQCPlayer_FallbackFrame_Apply(void)
337 self.frame = CSQCPlayer_FallbackFrame(self.frame);
338 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
339 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
340 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
341 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
345 // FEATURE: auto tag_index
347 .float tag_entity_lastmodelindex;
349 void CSQCModel_AutoTagIndex_Apply(void)
351 if(self.tag_entity && wasfreed(self.tag_entity))
352 self.tag_entity = world;
354 if(self.tag_networkentity)
358 if(self.tag_entity.entnum != self.tag_networkentity)
360 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
364 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
365 if(self.tag_entity.classname == "csqcmodel")
367 entity oldself = self;
368 self = self.tag_entity;
369 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
373 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
375 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
382 // the best part is: IT EXISTS
383 if(substring(self.model, 0, 17) == "models/weapons/v_")
385 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
387 self.tag_index = gettagindex(self.tag_entity, "weapon");
389 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
392 // we need to prevent this from 'appening
393 self.tag_entity = world;
395 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
398 else if(self.tag_entity.isplayermodel)
400 skeleton_loadinfo(self.tag_entity);
401 self.tag_index = self.tag_entity.bone_weapon;
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 EF_RESTARTANIM_BIT = 1048576;
429 float EF_TELEPORT_BIT = 2097152;
430 float MF_ROCKET = 1; // leave a trail
431 float MF_GRENADE = 2; // leave a trail
432 float MF_GIB = 4; // leave a trail
433 float MF_ROTATE = 8; // rotate (bonus items)
434 float MF_TRACER = 16; // green split trail
435 float MF_ZOMGIB = 32; // small blood trail
436 float MF_TRACER2 = 64; // orange split trail
437 float MF_TRACER3 = 128; // purple trail
438 .float csqcmodel_effects;
439 .float csqcmodel_modelflags;
440 void CSQCModel_Effects_PreUpdate(void)
442 self.effects = self.csqcmodel_effects;
443 self.modelflags = self.csqcmodel_modelflags;
445 void CSQCModel_Effects_PostUpdate(void)
447 self.csqcmodel_effects = self.effects;
448 self.csqcmodel_modelflags = self.modelflags;
451 if(self.csqcmodel_teleported)
452 Projectile_ResetTrail(self.origin);
455 void CSQCModel_Effects_Apply(void)
457 float eff = self.csqcmodel_effects;
458 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
460 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
462 self.traileffect = 0;
464 if(eff & EF_BRIGHTFIELD)
465 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
466 // ignoring EF_MUZZLEFLASH
467 if(eff & EF_BRIGHTLIGHT)
468 adddynamiclight(self.origin, 400, '3 3 3');
469 if(eff & EF_DIMLIGHT)
470 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
471 if((eff & EF_NODRAW) || (self.alpha < 0))
473 if(eff & EF_ADDITIVE)
474 self.renderflags |= RF_ADDITIVE;
476 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
478 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
479 // ignoring EF_NOGUNBOB
480 if(eff & EF_FULLBRIGHT)
481 self.renderflags |= RF_FULLBRIGHT;
483 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
484 if(eff & EF_STARDUST)
485 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
486 if(eff & EF_NOSHADOW)
487 self.renderflags |= RF_NOSHADOW;
488 if(eff & EF_NODEPTHTEST)
489 self.renderflags |= RF_DEPTHHACK;
490 // ignoring EF_SELECTABLE
491 if(eff & EF_DOUBLESIDED)
492 self.effects |= EF_DOUBLESIDED;
493 if(eff & EF_NOSELFSHADOW)
494 self.effects |= EF_NOSELFSHADOW;
495 if(eff & EF_DYNAMICMODELLIGHT)
496 self.renderflags |= RF_DYNAMICMODELLIGHT;
497 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
498 if(self.csqcmodel_modelflags & MF_ROCKET)
499 self.traileffect = particleeffectnum("TR_ROCKET");
500 if(self.csqcmodel_modelflags & MF_GRENADE)
501 self.traileffect = particleeffectnum("TR_GRENADE");
502 if(self.csqcmodel_modelflags & MF_GIB)
503 self.traileffect = particleeffectnum("TR_BLOOD");
504 if(self.csqcmodel_modelflags & MF_ROTATE)
506 self.renderflags |= RF_USEAXIS;
507 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
509 if(self.csqcmodel_modelflags & MF_TRACER)
510 self.traileffect = particleeffectnum("TR_WIZSPIKE");
511 if(self.csqcmodel_modelflags & MF_ZOMGIB)
512 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
513 if(self.csqcmodel_modelflags & MF_TRACER2)
514 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
515 if(self.csqcmodel_modelflags & MF_TRACER3)
516 self.traileffect = particleeffectnum("TR_VORESPIKE");
519 Projectile_DrawTrail(self.origin);
521 Projectile_ResetTrail(self.origin);
523 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
524 self.renderflags |= RF_ADDITIVE;
525 // also special in CSQCPlayer_GlowMod_Apply
527 if(self.csqcmodel_modelflags & MF_ROCKET)
529 if(!self.snd_looping)
531 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
532 self.snd_looping = CH_TRIGGER_SINGLE;
539 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
540 self.snd_looping = 0;
545 void CSQCPlayer_Precache()
547 precache_sound("misc/jetpack_fly.wav");
550 // FEATURE: auto glowmod
552 void CSQCPlayer_GlowMod_Apply(void)
554 float cm = self.colormap;
556 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
559 if(self.colormap > 0)
560 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
562 self.glowmod = '1 1 1';
564 if(autocvar_cl_deathglow > 0)
565 if(self.csqcmodel_isdead)
567 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
568 // prevent the zero vector
569 self.glowmod_x = max(self.glowmod_x, 0.0001);
570 self.glowmod_y = max(self.glowmod_y, 0.0001);
571 self.glowmod_z = max(self.glowmod_z, 0.0001);
576 .float csqcmodel_predraw_run;
578 .float anim_frame1time;
580 .float anim_frame2time;
581 .float anim_saveframe;
582 .float anim_saveframe1time;
583 .float anim_saveframe2;
584 .float anim_saveframe2time;
585 .float anim_prev_pmove_flags;
586 void CSQCModel_Hook_PreDraw(float isplayer)
588 if(self.csqcmodel_predraw_run == framecount)
590 self.csqcmodel_predraw_run = framecount;
592 if(!self.modelindex || self.model == "null")
598 self.drawmask = MASK_NORMAL;
600 if(self.isplayermodel) // this checks if it's a player MODEL!
602 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
603 CSQCPlayer_GlowMod_Apply();
604 CSQCPlayer_LOD_Apply();
606 CSQCPlayer_FallbackFrame_Apply();
609 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
610 skeleton_loadinfo(self);
611 float doblend = (self.bone_upperbody >= 0);
613 if(self == csqcplayer)
615 if(self.pmove_flags & PMF_ONGROUND)
617 self.anim_prev_pmove_flags = self.pmove_flags;
618 if(self.pmove_flags & PMF_DUCKED)
619 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
620 else if(self.anim_state & ANIMSTATE_DUCK)
621 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
625 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
626 if(trace_startsolid || trace_fraction < 1)
629 animdecide_init(self);
630 animdecide_setimplicitstate(self, onground);
631 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
633 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
634 sf |= CSQCMODEL_PROPERTY_FRAME;
635 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
636 sf |= CSQCMODEL_PROPERTY_FRAME2;
637 self.anim_saveframe = self.anim_frame;
638 self.anim_saveframe1time = self.anim_frame1time;
639 self.anim_saveframe2 = self.anim_frame2;
640 self.anim_saveframe2time = self.anim_frame2time;
643 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
644 self.lerpfrac = (doblend ? 0.5 : 0);
645 self.frame = self.anim_frame;
646 self.frame1time = self.anim_frame1time;
647 self.frame2 = self.anim_frame2;
648 self.frame2time = self.anim_frame2time;
649 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
651 CSQCModel_InterpolateAnimation_2To4_Do();
654 skeleton_from_frames(self, self.csqcmodel_isdead);
658 free_skeleton_from_frames(self);
659 // just in case, clear these (we're animating in frame and frame3)
666 CSQCModel_AutoTagIndex_Apply();
668 CSQCModel_Effects_Apply();
671 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
673 // interpolate v_angle
674 self.iflags |= IFLAG_V_ANGLE_X;
675 // revert to values from server
676 CSQCModel_Effects_PreUpdate();
677 if(self.isplayermodel)
680 CSQCPlayer_FallbackFrame_PreUpdate();
681 CSQCPlayer_ForceModel_PreUpdate();
685 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
687 // is it a player model? (shared state)
688 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
690 // save values set by server
691 if(self.isplayermodel)
693 CSQCPlayer_ForceModel_PostUpdate();
695 CSQCPlayer_AnimDecide_PostUpdate(isnew);
697 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
699 CSQCModel_Effects_PostUpdate();