1 #include "csqcmodel_hooks.qh"
3 #include <client/autocvars.qh>
4 #include <client/mutators/_mod.qh>
5 #include <client/player_skeleton.qh>
6 #include <client/weapons/projectile.qh>
7 #include <common/animdecide.qh>
8 #include <common/effects/all.inc>
9 #include <common/effects/all.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 <lib/csqcmodel/cl_model.qh>
17 #include <lib/csqcmodel/cl_player.qh>
18 #include <lib/csqcmodel/interpolate.qh>
27 void CSQCPlayer_LOD_Apply(entity this)
30 if(this.lodmodelindex0 != this.modelindex)
32 string modelname = this.model;
35 vector mi = this.mins;
36 vector ma = this.maxs;
39 this.lodmodelindex0 = this.modelindex;
40 this.lodmodelindex1 = this.modelindex;
41 this.lodmodelindex2 = this.modelindex;
43 // FIXME: this only supports 3-letter extensions
44 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
50 this.lodmodelindex1 = this.modelindex;
53 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
59 this.lodmodelindex2 = this.modelindex;
62 _setmodel(this, modelname); // make everything normal again
63 setsize(this, mi, ma);
67 if(autocvar_cl_playerdetailreduction <= 0)
69 if(autocvar_cl_playerdetailreduction <= -2)
70 this.modelindex = this.lodmodelindex2;
71 else if(autocvar_cl_playerdetailreduction <= -1)
72 this.modelindex = this.lodmodelindex1;
74 this.modelindex = this.lodmodelindex0;
78 float distance = vlen(this.origin - view_origin);
79 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
80 f *= 1.0 / bound(0.01, view_quality, 1);
81 if(f > autocvar_cl_loddistance2)
82 this.modelindex = this.lodmodelindex2;
83 else if(f > autocvar_cl_loddistance1)
84 this.modelindex = this.lodmodelindex1;
86 this.modelindex = this.lodmodelindex0;
90 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
91 string forceplayermodels_model;
92 bool forceplayermodels_modelisgoodmodel;
93 int forceplayermodels_modelindex;
94 int forceplayermodels_skin;
96 string forceplayermodels_mymodel;
97 bool forceplayermodels_myisgoodmodel;
98 int forceplayermodels_mymodelindex;
100 bool forceplayermodels_attempted;
102 .string forceplayermodels_savemodel;
103 .int forceplayermodels_savemodelindex;
104 .int forceplayermodels_saveskin;
105 .int forceplayermodels_savecolormap;
107 .string forceplayermodels_isgoodmodel_mdl;
108 .bool forceplayermodels_isgoodmodel;
110 string forceplayermodels_goodmodel;
111 int forceplayermodels_goodmodelindex;
115 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
117 this.model = this.forceplayermodels_savemodel;
118 this.modelindex = this.forceplayermodels_savemodelindex;
119 this.skin = this.forceplayermodels_saveskin;
120 this.colormap = this.forceplayermodels_savecolormap;
122 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
124 this.forceplayermodels_savemodel = this.model;
125 this.forceplayermodels_savemodelindex = this.modelindex;
126 this.forceplayermodels_saveskin = this.skin;
127 this.forceplayermodels_savecolormap = this.colormap;
129 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
131 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
132 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
133 if(!this.forceplayermodels_isgoodmodel)
134 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
137 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
139 int cm = this.forceplayermodels_savecolormap;
140 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
142 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
143 goto skipforcemodels;
146 // which one is ALWAYS good?
147 if (!forceplayermodels_goodmodel)
150 precache_model(cvar_defstring("_cl_playermodel"));
151 _setmodel(e, cvar_defstring("_cl_playermodel"));
152 forceplayermodels_goodmodel = e.model;
153 forceplayermodels_goodmodelindex = e.modelindex;
157 // first, try finding it from the server
158 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
162 if(!isdemo()) // this is mainly cheat protection; not needed for demos
164 // trust server's idea of "own player model"
165 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
166 forceplayermodels_model = this.forceplayermodels_savemodel;
167 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
168 forceplayermodels_skin = this.forceplayermodels_saveskin;
169 forceplayermodels_attempted = 1;
174 // forcemodel finding
175 if(!forceplayermodels_attempted)
177 forceplayermodels_attempted = 1;
179 // only if this failed, find it out on our own
181 precache_model(autocvar__cl_playermodel);
182 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
183 forceplayermodels_modelisgoodmodel = fexists(e.model);
184 forceplayermodels_model = e.model;
185 forceplayermodels_modelindex = e.modelindex;
186 forceplayermodels_skin = autocvar__cl_playerskin;
190 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
193 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
194 forceplayermodels_myisgoodmodel = fexists(e.model);
195 forceplayermodels_mymodel = e.model;
196 forceplayermodels_mymodelindex = e.modelindex;
204 isfriend = (cm == 1024 + 17 * myteam);
206 isfriend = islocalplayer;
208 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
210 this.model = forceplayermodels_mymodel;
211 this.modelindex = forceplayermodels_mymodelindex;
212 this.skin = autocvar_cl_forcemyplayerskin;
214 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
216 this.model = forceplayermodels_model;
217 this.modelindex = forceplayermodels_modelindex;
218 this.skin = forceplayermodels_skin;
220 else if(this.forceplayermodels_isgoodmodel)
222 this.model = this.forceplayermodels_savemodel;
223 this.modelindex = this.forceplayermodels_savemodelindex;
224 this.skin = this.forceplayermodels_saveskin;
228 this.model = forceplayermodels_goodmodel;
229 this.modelindex = forceplayermodels_goodmodelindex;
230 this.skin = this.forceplayermodels_saveskin;
233 LABEL(skipforcemodels)
235 if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
236 goto skipforcecolors;
238 // forceplayercolors too
241 // own team's color is never forced
242 int forcecolor_friend = 0;
243 int forcecolor_enemy = 0;
246 if(autocvar_cl_forcemyplayercolors)
247 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
248 if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
249 || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
250 forcecolor_enemy = 1024 + autocvar__cl_color;
252 if(forcecolor_enemy && !forcecolor_friend)
254 // only enemy color is forced?
255 // verify it is not equal to the friend color
256 if(forcecolor_enemy == 1024 + 17 * myteam)
257 forcecolor_enemy = 0;
260 if(forcecolor_friend && !forcecolor_enemy)
262 // only friend color is forced?
263 // verify it is not equal to the enemy color
264 for(tm = teams.sort_next; tm; tm = tm.sort_next)
265 // note: we even compare against our own team.
266 // if we rejected because we matched our OWN team color,
267 // this is not bad; we then simply keep our color as is
269 if(forcecolor_friend == 1024 + 17 * tm.team)
270 forcecolor_friend = 0;
273 if(cm == 1024 + 17 * myteam)
275 if(forcecolor_friend)
276 this.colormap = forcecolor_friend;
281 this.colormap = forcecolor_enemy;
286 if(autocvar_cl_forcemyplayercolors && islocalplayer)
287 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
288 else if(autocvar_cl_forceplayercolors)
289 this.colormap = player_localnum + 1;
292 LABEL(skipforcecolors)
294 if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
296 this.glowmod = '0 0 0';
301 // GLOWMOD AND DEATH FADING
302 if(this.colormap > 0)
303 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
305 this.glowmod = '1 1 1';
307 if(autocvar_cl_deathglow > 0)
309 if(this.csqcmodel_isdead)
311 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
312 if(this.colormap > 0)
314 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
315 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
316 if (this.glowmod == '0 0 0')
317 this.glowmod.x = 0.000001;
321 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
324 // FEATURE: fallback frames
325 .int csqcmodel_saveframe;
326 .int csqcmodel_saveframe2;
327 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
328 .int csqcmodel_saveframe3;
329 .int csqcmodel_saveframe4;
331 .int csqcmodel_framecount;
333 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
334 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
336 this.frame = this.csqcmodel_saveframe;
337 this.frame2 = this.csqcmodel_saveframe2;
338 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
339 this.frame3 = this.csqcmodel_saveframe3;
340 this.frame4 = this.csqcmodel_saveframe4;
343 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
345 this.csqcmodel_saveframe = this.frame;
346 this.csqcmodel_saveframe2 = this.frame2;
347 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
348 this.csqcmodel_saveframe3 = this.frame3;
349 this.csqcmodel_saveframe4 = this.frame4;
352 // hack for death animations: set their frametime to zero in case a
356 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
357 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
358 this.ft = this.death_time; \
360 FIX_FRAMETIME(frame, frame1time);
361 FIX_FRAMETIME(frame2, frame2time);
362 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
363 FIX_FRAMETIME(frame3, frame3time);
364 FIX_FRAMETIME(frame4, frame4time);
367 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
369 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
371 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
373 int CSQCPlayer_FallbackFrame(entity this, int f)
376 if(frameduration(this.modelindex, f) > 0)
377 return f; // goooooood
378 if(frameduration(this.modelindex, 1) <= 0)
379 return f; // this is a static model. We can't fix it if we wanted to
382 case 23: return 11; // anim_melee -> anim_shoot
383 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
384 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
385 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
386 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
387 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
388 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
389 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
391 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
394 void CSQCPlayer_FallbackFrame_Apply(entity this)
396 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
397 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
398 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
399 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
400 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
404 // FEATURE: auto tag_index
406 .int tag_entity_lastmodelindex;
408 void CSQCModel_AutoTagIndex_Apply(entity this)
410 if(this.tag_entity && wasfreed(this.tag_entity))
411 this.tag_entity = NULL;
413 MUTATOR_CALLHOOK(TagIndex_Update, this);
415 if(this.tag_networkentity)
419 if(this.tag_entity.entnum != this.tag_networkentity)
421 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
425 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
426 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
428 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
431 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
433 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
440 // the best part is: IT EXISTS
441 if(substring(this.model, 0, 14) == "models/weapons")
443 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
445 this.tag_index = gettagindex(this.tag_entity, "weapon");
447 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
450 // we need to prevent this from 'appening
451 this.tag_entity = NULL;
453 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
456 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
458 skeleton_loadinfo(this.tag_entity);
459 this.tag_index = this.tag_entity.bone_weapon;
463 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
465 this.tag_index = gettagindex(this.tag_entity, "shot");
467 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
470 MUTATOR_CALLHOOK(TagIndex_Apply, this);
474 // damn, see you next frame
481 void CSQCModel_Effects_PreUpdate(entity this)
483 this.effects = this.csqcmodel_effects;
484 this.modelflags = this.csqcmodel_modelflags;
485 this.traileffect = this.csqcmodel_traileffect;
487 void Reset_ArcBeam();
488 void CSQCModel_Effects_PostUpdate(entity this)
490 if (this == csqcplayer) {
491 if (this.csqcmodel_teleported) {
495 this.csqcmodel_effects = this.effects;
496 this.csqcmodel_modelflags = this.modelflags;
497 this.csqcmodel_traileffect = this.traileffect;
500 if(this.csqcmodel_teleported)
501 Projectile_ResetTrail(this, this.origin);
504 void CSQCModel_Effects_Apply(entity this)
506 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
507 int tref = this.csqcmodel_traileffect;
509 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
511 this.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(this.origin, 400, '3 3 3');
518 if(eff & EF_DIMLIGHT)
519 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
520 if((eff & EF_NODRAW) || (this.alpha < 0))
522 if(eff & EF_ADDITIVE)
523 this.renderflags |= RF_ADDITIVE;
525 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
527 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
528 // ignoring EF_NOGUNBOB
529 if(eff & EF_FULLBRIGHT)
530 this.renderflags |= RF_FULLBRIGHT;
533 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
534 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
536 if(eff & EF_STARDUST)
538 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
539 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
541 if(eff & EF_NOSHADOW)
542 this.renderflags |= RF_NOSHADOW;
543 if(eff & EF_NODEPTHTEST)
544 this.renderflags |= RF_DEPTHHACK;
545 // ignoring EF_SELECTABLE
546 if(eff & EF_DOUBLESIDED)
547 this.effects |= EF_DOUBLESIDED;
548 if(eff & EF_NOSELFSHADOW)
549 this.effects |= EF_NOSELFSHADOW;
550 if(eff & EF_DYNAMICMODELLIGHT)
551 this.renderflags |= RF_DYNAMICMODELLIGHT;
552 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
553 if(this.csqcmodel_modelflags & MF_ROCKET)
554 tref = EFFECT_TR_ROCKET.m_id;
555 if(this.csqcmodel_modelflags & MF_GRENADE)
556 tref = EFFECT_TR_GRENADE.m_id;
557 if(this.csqcmodel_modelflags & MF_GIB)
558 tref = EFFECT_TR_BLOOD.m_id;
559 if(this.csqcmodel_modelflags & MF_ROTATE)
561 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
562 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
563 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
564 this.renderflags |= RF_USEAXIS;
565 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
567 if(this.csqcmodel_modelflags & MF_TRACER)
568 tref = EFFECT_TR_WIZSPIKE.m_id;
569 if(this.csqcmodel_modelflags & MF_ZOMGIB)
570 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
571 if(this.csqcmodel_modelflags & MF_TRACER2)
572 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
573 if(this.csqcmodel_modelflags & MF_TRACER3)
574 tref = EFFECT_TR_VORESPIKE.m_id;
576 this.traileffect = tref;
579 Projectile_DrawTrail(this, this.origin);
581 Projectile_ResetTrail(this, this.origin);
583 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
584 this.renderflags |= RF_ADDITIVE;
585 // also special in CSQCPlayer_GlowMod_Apply
587 if(this.csqcmodel_modelflags & MF_ROCKET)
589 if(!this.snd_looping)
591 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
592 this.snd_looping = CH_TRIGGER_SINGLE;
599 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
600 this.snd_looping = 0;
606 .int csqcmodel_predraw_run;
608 .int anim_frame1time;
610 .int anim_frame2time;
612 .int anim_saveframe1time;
613 .int anim_saveframe2;
614 .int anim_saveframe2time;
615 .int anim_prev_pmove_flags;
616 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
618 if(this.csqcmodel_predraw_run == framecount)
620 this.csqcmodel_predraw_run = framecount;
622 if(!this.modelindex || this.model == "null" || this.alpha < 0)
625 if(this.snd_looping > 0)
627 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
628 this.snd_looping = 0;
633 this.drawmask = MASK_NORMAL;
635 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
637 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
638 CSQCPlayer_LOD_Apply(this);
642 skeleton_loadinfo(this);
643 bool doblend = (this.bone_upperbody >= 0);
644 CSQCPlayer_FallbackFrame_Apply(this);
647 skeleton_from_frames(this, this.csqcmodel_isdead);
651 free_skeleton_from_frames(this);
652 // just in case, clear these (we're animating in frame and frame3)
659 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
660 skeleton_loadinfo(this);
661 bool doblend = (this.bone_upperbody >= 0);
663 if(this == csqcplayer)
665 if(IS_ONGROUND(this))
667 this.anim_prev_pmove_flags = this.flags;
668 if(this.flags & FL_DUCKED)
669 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
670 else if(this.anim_state & ANIMSTATE_DUCK)
671 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
675 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
676 if(trace_startsolid || trace_fraction < 1)
679 animdecide_load_if_needed(this);
680 animdecide_setimplicitstate(this, onground);
681 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
683 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
684 sf |= CSQCMODEL_PROPERTY_FRAME;
685 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
686 sf |= CSQCMODEL_PROPERTY_FRAME2;
687 this.anim_saveframe = this.anim_frame;
688 this.anim_saveframe1time = this.anim_frame1time;
689 this.anim_saveframe2 = this.anim_frame2;
690 this.anim_saveframe2time = this.anim_frame2time;
691 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
692 // This ensures that .frame etc. are always written.
693 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
694 this.lerpfrac = (doblend ? 0.5 : 0);
695 this.frame = this.anim_frame;
696 this.frame1time = this.anim_frame1time;
697 this.frame2 = this.anim_frame2;
698 this.frame2time = this.anim_frame2time;
699 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
700 CSQCModel_InterpolateAnimation_2To4_Do(this);
703 skeleton_from_frames(this, this.csqcmodel_isdead);
707 free_skeleton_from_frames(this);
708 // just in case, clear these (we're animating in frame and frame3)
715 CSQCModel_AutoTagIndex_Apply(this);
717 CSQCModel_Effects_Apply(this);
720 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
722 // interpolate v_angle
723 this.iflags |= IFLAG_V_ANGLE_X;
724 // revert to values from server
725 CSQCModel_Effects_PreUpdate(this);
726 if((this.isplayermodel & ISPLAYER_MODEL))
729 CSQCPlayer_FallbackFrame_PreUpdate(this);
730 CSQCPlayer_ModelAppearance_PreUpdate(this);
734 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
736 // is it a player model? (shared state)
737 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
738 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
739 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
741 // save values set by server
742 if((this.isplayermodel & ISPLAYER_MODEL))
744 CSQCPlayer_ModelAppearance_PostUpdate(this);
746 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
748 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
750 CSQCModel_Effects_PostUpdate(this);