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;
176 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
178 self.model = forceplayermodels_mymodel;
179 self.modelindex = forceplayermodels_mymodelindex;
180 self.skin = autocvar_cl_forcemyplayerskin;
182 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
184 self.model = forceplayermodels_model;
185 self.modelindex = forceplayermodels_modelindex;
186 self.skin = forceplayermodels_skin;
188 else if(self.forceplayermodels_isgoodmodel)
190 self.model = self.forceplayermodels_savemodel;
191 self.modelindex = self.forceplayermodels_savemodelindex;
192 self.skin = self.forceplayermodels_saveskin;
196 self.model = forceplayermodels_goodmodel;
197 self.modelindex = forceplayermodels_goodmodelindex;
198 self.skin = self.forceplayermodels_saveskin;
201 // forceplayercolors too
204 if(autocvar_cl_forcemyplayercolors && islocalplayer)
205 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
206 else if(autocvar_cl_forceplayercolors)
207 self.colormap = player_localnum + 1;
211 // FEATURE: fallback frames
212 .float csqcmodel_saveframe;
213 .float csqcmodel_saveframe2;
214 .float csqcmodel_saveframe3;
215 .float csqcmodel_saveframe4;
216 .float csqcmodel_framecount;
218 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
219 void CSQCPlayer_FallbackFrame_PreUpdate(void)
221 self.frame = self.csqcmodel_saveframe;
222 self.frame2 = self.csqcmodel_saveframe2;
223 self.frame3 = self.csqcmodel_saveframe3;
224 self.frame4 = self.csqcmodel_saveframe4;
226 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
228 self.csqcmodel_saveframe = self.frame;
229 self.csqcmodel_saveframe2 = self.frame2;
230 self.csqcmodel_saveframe3 = self.frame3;
231 self.csqcmodel_saveframe4 = self.frame4;
233 // hack for death animations: set their frametime to zero in case a
237 #define FIX_FRAMETIME(f,ft) \
238 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
240 self.ft = self.death_time; \
242 FIX_FRAMETIME(frame, frame1time)
243 FIX_FRAMETIME(frame2, frame2time)
244 FIX_FRAMETIME(frame3, frame3time)
245 FIX_FRAMETIME(frame4, frame4time)
247 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
249 float CSQCPlayer_FallbackFrame(float f)
251 if(frameduration(self.modelindex, f) > 0)
252 return f; // goooooood
253 if(frameduration(self.modelindex, 1) <= 0)
254 return f; // this is a static model. We can't fix it if we wanted to
257 case 23: return 11; // anim_melee -> anim_shoot
258 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
259 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
260 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
261 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
262 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
263 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
264 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
266 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
269 void CSQCPlayer_FallbackFrame_Apply(void)
271 self.frame = CSQCPlayer_FallbackFrame(self.frame);
272 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
273 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
274 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
277 // FEATURE: auto tag_index
279 .float tag_entity_lastmodelindex;
281 void CSQCModel_AutoTagIndex_Apply(void)
283 if(self.tag_entity && wasfreed(self.tag_entity))
284 self.tag_entity = world;
286 if(self.tag_networkentity)
290 if(self.tag_entity.entnum != self.tag_networkentity)
292 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
296 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
297 if(self.tag_entity.classname == "csqcmodel")
299 entity oldself = self;
300 self = self.tag_entity;
301 CSQCModel_Hook_PreDraw();
305 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
307 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
314 // the best part is: IT EXISTS
315 if(substring(self.model, 0, 17) == "models/weapons/v_")
317 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
319 self.tag_index = gettagindex(self.tag_entity, "weapon");
321 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
324 // we need to prevent this from 'appening
325 self.tag_entity = world;
327 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
330 else if(self.tag_entity.isplayermodel)
332 self.tag_index = gettagindex(self.tag_entity, "weapon");
334 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
336 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
340 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
342 self.tag_index = gettagindex(self.tag_entity, "shot");
344 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
349 // damn, see you next frame
356 // FEATURE: EF_NODRAW workalike
357 float EF_BRIGHTFIELD = 1;
358 float EF_BRIGHTLIGHT = 4;
359 float EF_DIMLIGHT = 8;
360 float EF_DOUBLESIDED = 32768;
361 float EF_NOSELFSHADOW = 65536;
362 float EF_DYNAMICMODELLIGHT = 131072;
363 float MF_ROCKET = 1; // leave a trail
364 float MF_GRENADE = 2; // leave a trail
365 float MF_GIB = 4; // leave a trail
366 float MF_ROTATE = 8; // rotate (bonus items)
367 float MF_TRACER = 16; // green split trail
368 float MF_ZOMGIB = 32; // small blood trail
369 float MF_TRACER2 = 64; // orange split trail
370 float MF_TRACER3 = 128; // purple trail
371 .float csqcmodel_effects;
372 .float csqcmodel_modelflags;
373 void CSQCModel_Effects_PreUpdate(void)
375 self.effects = self.csqcmodel_effects;
376 self.modelflags = self.csqcmodel_modelflags;
378 void CSQCModel_Effects_PostUpdate(void)
380 self.csqcmodel_effects = self.effects;
381 self.csqcmodel_modelflags = self.modelflags;
384 if(self.csqcmodel_teleported)
385 Projectile_ResetTrail(self.origin);
387 void CSQCModel_Effects_Apply(void)
389 float eff = self.csqcmodel_effects;
390 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
392 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
394 self.traileffect = 0;
396 if(eff & EF_BRIGHTFIELD)
397 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
398 // ignoring EF_MUZZLEFLASH
399 if(eff & EF_BRIGHTLIGHT)
400 adddynamiclight(self.origin, 400, '3 3 3');
401 if(eff & EF_DIMLIGHT)
402 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
403 if((eff & EF_NODRAW) || (self.alpha < 0))
405 if(eff & EF_ADDITIVE)
406 self.renderflags |= RF_ADDITIVE;
408 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
410 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
411 // ignoring EF_NOGUNBOB
412 if(eff & EF_FULLBRIGHT)
413 self.renderflags |= RF_FULLBRIGHT;
415 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
416 if(eff & EF_STARDUST)
417 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
418 if(eff & EF_NOSHADOW)
419 self.renderflags |= RF_NOSHADOW;
420 if(eff & EF_NODEPTHTEST)
421 self.renderflags |= RF_DEPTHHACK;
422 // ignoring EF_SELECTABLE
423 if(eff & EF_DOUBLESIDED)
424 self.effects |= EF_DOUBLESIDED;
425 if(eff & EF_NOSELFSHADOW)
426 self.effects |= EF_NOSELFSHADOW;
427 if(eff & EF_DYNAMICMODELLIGHT)
428 self.renderflags |= RF_DYNAMICMODELLIGHT;
429 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
430 if(self.csqcmodel_modelflags & MF_ROCKET)
431 self.traileffect = particleeffectnum("TR_ROCKET");
432 if(self.csqcmodel_modelflags & MF_GRENADE)
433 self.traileffect = particleeffectnum("TR_GRENADE");
434 if(self.csqcmodel_modelflags & MF_GIB)
435 self.traileffect = particleeffectnum("TR_BLOOD");
436 if(self.csqcmodel_modelflags & MF_ROTATE)
438 self.renderflags |= RF_USEAXIS;
439 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
441 if(self.csqcmodel_modelflags & MF_TRACER)
442 self.traileffect = particleeffectnum("TR_WIZSPIKE");
443 if(self.csqcmodel_modelflags & MF_ZOMGIB)
444 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
445 if(self.csqcmodel_modelflags & MF_TRACER2)
446 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
447 if(self.csqcmodel_modelflags & MF_TRACER3)
448 self.traileffect = particleeffectnum("TR_VORESPIKE");
451 Projectile_DrawTrail(self.origin);
453 Projectile_ResetTrail(self.origin);
455 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
456 self.renderflags |= RF_ADDITIVE;
457 // also special in CSQCPlayer_GlowMod_Apply
460 // FEATURE: auto glowmod
462 void CSQCPlayer_GlowMod_Apply(void)
464 float cm = self.colormap;
466 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
469 if(self.colormap > 0)
470 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
472 self.glowmod = '1 1 1';
474 if(autocvar_cl_deathglow > 0)
475 if(self.csqcmodel_isdead)
477 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
478 // prevent the zero vector
479 self.glowmod_x = max(self.glowmod_x, 0.0001);
480 self.glowmod_y = max(self.glowmod_y, 0.0001);
481 self.glowmod_z = max(self.glowmod_z, 0.0001);
486 .float csqcmodel_predraw_run;
487 void CSQCModel_Hook_PreDraw()
489 if(self.csqcmodel_predraw_run == framecount)
491 self.csqcmodel_predraw_run = framecount;
493 if(!self.modelindex || self.model == "null")
499 self.drawmask = MASK_NORMAL;
501 if(self.isplayermodel) // this checks if it's a player MODEL!
503 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
504 CSQCPlayer_GlowMod_Apply();
505 CSQCPlayer_LOD_Apply();
506 CSQCPlayer_FallbackFrame_Apply();
509 CSQCModel_AutoTagIndex_Apply();
511 CSQCModel_Effects_Apply();
514 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
516 // revert to values from server
517 CSQCModel_Effects_PreUpdate();
518 if(self.isplayermodel)
520 CSQCPlayer_FallbackFrame_PreUpdate();
521 CSQCPlayer_ForceModel_PreUpdate();
525 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
527 // is it a player model? (shared state)
528 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
530 // save values set by server
531 if(self.isplayermodel)
533 CSQCPlayer_ForceModel_PostUpdate();
534 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
536 CSQCModel_Effects_PostUpdate();