3 #include <client/main.qh>
4 #include <common/items/_mod.qh>
5 #include <common/physics/movetypes/movetypes.qh>
6 #include <common/weapons/_all.qh>
7 #include <lib/csqcmodel/cl_model.qh>
8 #include <lib/csqcmodel/common.qh>
9 #include <lib/warpzone/common.qh>
15 .float anim_start_time; // reusing for bob waveform synchronisation
16 .vector angles_held; // reusing for (re)storing original angles
17 .float wait, delay, pointtime; // reusing for despawn effects
18 .vector m_mins, m_maxs; // reusing for storing standard bbox (same purpose as in SVQC itemdef)
20 HashMap ENT_CLIENT_ITEM_simple;
21 STATIC_INIT(ENT_CLIENT_ITEM_simple)
23 HM_NEW(ENT_CLIENT_ITEM_simple);
25 SHUTDOWN(ENT_CLIENT_ITEM_simple)
27 HM_DELETE(ENT_CLIENT_ITEM_simple);
30 void ItemSetModel(entity this, bool wantsimple)
34 string _fn2 = substring(this.mdl, 0 , strlen(this.mdl) -4);
35 #define extensions(x) \
41 #define tryext(ext) { \
42 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
43 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
45 HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
47 if (cached != "0") { \
49 this.item_simple = 1; \
55 this.model = this.mdl; // fall back to 3d model
56 this.item_simple = -1; // don't retry every frame
57 LOG_TRACEF("Simple item requested for %s but no model exists for it", this.mdl);
64 this.model = this.mdl;
68 // this.model is an engine string so it doesn't need to be zoned and can't be unzoned
70 LOG_WARNF("this.model is unset for item %s", this.classname);
71 precache_model(this.model);
72 _setmodel(this, this.model);
73 setsize(this, this.m_mins, this.m_maxs);
76 void ItemDraw(entity this)
78 bool wantsimple = autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI);
79 if(wantsimple != this.item_simple && this.item_simple != -1)
80 ItemSetModel(this, wantsimple);
82 // no bobbing applied to simple items, for consistency's sake (no visual difference between ammo and weapons)
83 bool animate = (autocvar_cl_items_animate & 1) && this.item_simple <= 0 && ((this.ItemStatus & ITS_ANIMATE1) || (this.ItemStatus & ITS_ANIMATE2));
85 // rotation must be set before running physics
89 this.angles = this.angles_held; // restore angles sent from server
91 else if(!this.avelocity_y) // unset by MOVETYPE_TOSS or animation was disabled previously
93 if(this.ItemStatus & ITS_ANIMATE1)
94 this.avelocity_y = 180;
95 else if(this.ItemStatus & ITS_ANIMATE2)
96 this.avelocity_y = -90;
99 // CSQC physics OR bobbing (both would look weird)
100 float bobheight = 0; // reset bob offset if animations are disabled
101 if(this.move_movetype && (!IS_ONGROUND(this) || this.velocity != '0 0 0'))
103 // this isn't equivalent to player prediction but allows smooth motion with very low ISF_LOCATION rate
104 // which requires running this even if the item is just outside visible range (it could be moving into range)
106 bobheight = this.origin_z - this.oldorigin_z;
107 Movetype_Physics_NoMatchTicrate(this, frametime, true);
108 this.oldorigin = this.origin; // update real (SVQC equivalent) origin
113 this.anim_start_time += frametime; // bobbing is paused this frame
114 this.oldorigin_z -= bobheight; // restore bob offset (CSQC physics uses the offset bbox)
118 this.anim_start_time = time; // starting our bob animation from NOW
119 if(this.ItemStatus & ITS_ANIMATE1)
120 bobheight = 10; // height of wave at 0 time
121 else if(this.ItemStatus & ITS_ANIMATE2)
122 bobheight = 8; // height of wave at 0 time
128 this.angles += this.avelocity * frametime; // MOVETYPE_TOSS does this while it's moving
130 if(this.ItemStatus & ITS_ANIMATE1)
131 bobheight = 10 + 8 * sin((time - this.anim_start_time) * 2);
132 else if(this.ItemStatus & ITS_ANIMATE2)
133 bobheight = 8 + 4 * sin((time - this.anim_start_time) * 3);
136 // apply new bob offset
137 if (bobheight != this.origin_z - this.oldorigin_z)
139 this.origin_z = this.oldorigin_z + bobheight;
140 this.mins_z = this.m_mins.z - bobheight; // don't want the absmin and absmax to bob
141 this.maxs_z = this.m_maxs.z - bobheight;
144 // set alpha based on distance
147 if(this.fade_end && !warpzone_warpzones_exist)
149 vector org = getpropertyvec(VF_ORIGIN);
150 if(vdist(org - this.origin, >, this.fade_end))
151 this.alpha = 0; // save on some processing
152 else if(autocvar_cl_items_fadedist > 0)
154 this.fade_start = max(500, this.fade_end - autocvar_cl_items_fadedist);
155 if(vdist(org - this.origin, >, this.fade_start))
156 this.alpha = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
163 // modify alpha based on availability and vehicle hud
164 if(this.ItemStatus & ITS_AVAILABLE)
166 if(hud) // apparently this means we're in a vehicle lol
168 this.alpha *= autocvar_cl_items_vehicle_alpha;
169 this.colormod = this.glowmod = autocvar_cl_items_vehicle_color;
171 else if(this.ItemStatus & ITS_STAYWEP)
173 this.alpha *= autocvar_cl_weapon_stay_alpha;
174 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
178 this.colormod = '1 1 1';
179 this.glowmod = this.item_glowmod;
184 this.alpha *= autocvar_cl_ghost_items;
185 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
191 // loot item despawn effects
192 if(this.ItemStatus & ITS_EXPIRING)
194 if(!this.wait) // when receiving the first message with ITS_EXPIRING set
196 this.wait = time + IT_DESPAWNFX_TIME; // it will despawn then
200 if(autocvar_cl_items_animate & 2)
201 this.alpha *= (this.wait - time) / IT_DESPAWNFX_TIME;
203 if((autocvar_cl_items_animate & 4) && time >= this.pointtime)
205 pointparticles(EFFECT_ITEM_DESPAWN, this.origin + '0 0 16', '0 0 0', 1);
206 if (this.delay > 0.0625)
208 this.pointtime = time + this.delay;
212 this.drawmask = this.alpha <= 0 ? 0 : MASK_NORMAL;
215 void ItemRemove(entity this)
220 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
224 if(sf & ISF_LOCATION)
226 float bobheight = this.origin_z - this.oldorigin_z;
227 this.origin = this.oldorigin = ReadVector();
228 this.origin_z += bobheight; // restore animation offset (SVQC physics is unaware of CSQC bbox offset)
229 setorigin(this, this.origin); // link
234 this.angles = this.angles_held = ReadAngleVector();
237 if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
239 int prevItemStatus = this.ItemStatus;
240 this.ItemStatus = ReadByte();
242 if(this.ItemStatus & ITS_ALLOWFB)
243 this.effects |= EF_FULLBRIGHT;
245 this.effects &= ~EF_FULLBRIGHT;
247 if(this.ItemStatus & ITS_AVAILABLE)
249 if(this.solid != SOLID_TRIGGER)
251 this.solid = SOLID_TRIGGER;
252 setorigin(this, this.origin); // link it to the area grid
255 if(this.ItemStatus & ITS_GLOW)
256 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
257 if(!(prevItemStatus & ITS_AVAILABLE) && this.alpha && !isnew)
258 pointparticles(EFFECT_ITEM_RESPAWN, (this.absmin + this.absmax) * 0.5, '0 0 0', 1);
262 if(this.solid != SOLID_NOT)
264 this.solid = SOLID_NOT;
265 setorigin(this, this.origin); // optimisation: unlink it from the area grid
268 if(this.ItemStatus & ITS_GLOW)
269 this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
270 if((prevItemStatus & ITS_AVAILABLE) && this.alpha)
271 pointparticles(EFFECT_ITEM_PICKUP, (this.absmin + this.absmax) * 0.5, '0 0 0', 1);
275 if(sf & ISF_SIZE || sf & ISF_SIZE2) // always true when it's spawned (in CSQC's perspective)
279 IL_PUSH(g_drawables, this);
280 this.draw = ItemDraw;
281 this.flags |= FL_ITEM;
282 this.entremove = ItemRemove;
285 if(sf & ISF_SIZE && !(sf & ISF_SIZE2)) // Small
287 this.m_mins = ITEM_S_MINS;
288 this.m_maxs = ITEM_S_MAXS;
290 else if(!(sf & ISF_SIZE) && sf & ISF_SIZE2) // Large
292 this.m_mins = ITEM_D_MINS;
293 this.m_maxs = ITEM_L_MAXS;
297 this.m_mins = ITEM_D_MINS;
298 this.m_maxs = ITEM_D_MAXS;
301 this.fade_end = ReadShort();
303 strcpy(this.mdl, ReadString());
304 this.item_simple = -2;
306 this.skin = ReadByte();
309 if(sf & ISF_COLORMAP)
311 this.colormap = ReadShort();
312 this.item_glowmod_x = ReadByte() / 255.0;
313 this.item_glowmod_y = ReadByte() / 255.0;
314 this.item_glowmod_z = ReadByte() / 255.0;
320 this.pushable = true;
321 set_movetype(this, MOVETYPE_TOSS);
322 this.velocity = ReadVector();
324 else if (this.gravity) // caution: kludge FIXME (with sv_legacy_bbox_expand)
326 // workaround for prediction errors caused by bbox discrepancy between SVQC and CSQC
327 this.gravity = 0; // don't do this kludge again
328 this.pushable = false; // no fun allowed
329 set_movetype(this, MOVETYPE_NONE); // disable physics
330 this.velocity = '0 0 0'; // disable it more
331 SET_ONGROUND(this); // extra overkill
334 if(sf & ISF_REMOVEFX && !(sf & ISF_SIZE) && !(sf & ISF_SIZE2)) // TODO !isnew isn't reliable for this... are we double sending initialisations?
336 // no longer available to pick up, about to be removed
337 if (this.drawmask) // this.alpha > 0
338 pointparticles(EFFECT_ITEM_PICKUP, (this.absmin + this.absmax) * 0.5, '0 0 0', 1);
339 // removing now causes CSQC_Ent_Remove() to spam
341 IL_REMOVE(g_drawables, this);
342 this.solid = SOLID_NOT;