]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
items: misc cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index e74fee00d5630cd745f7f81e5e1fe3a60a98c9da..78b84fdea6f3da3801773ede0622c4bbd6207cb5 100644 (file)
 .int lodmodelindex0;
 .int lodmodelindex1;
 .int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(entity this)
+.float loddistance1;
+.float loddistance2;
+void CSQCModel_LOD_Apply(entity this, bool isplayer)
 {
+       int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
+
        // LOD model loading
-       if(this.lodmodelindex0 != this.modelindex)
+       if(this.lodmodelindex0 != this.modelindex && this.lodmodelindex1 != this.modelindex && this.lodmodelindex2 != this.modelindex)
        {
                string modelname = this.model;
                string s;
@@ -46,7 +50,7 @@ void CSQCPlayer_LOD_Apply(entity this)
                        precache_model(s);
                        _setmodel(this, s);
                        if(this.modelindex)
-                               this.lodmodelindex1 = this.modelindex;
+                               this.lodmodelindex2 = this.lodmodelindex1 = this.modelindex;
                }
 
                s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
@@ -63,23 +67,25 @@ void CSQCPlayer_LOD_Apply(entity this)
        }
 
        // apply LOD
-       if(autocvar_cl_playerdetailreduction <= 0)
+       if(detailreduction <= 0)
        {
-               if(autocvar_cl_playerdetailreduction <= -2)
+               if(detailreduction <= -2)
                        this.modelindex = this.lodmodelindex2;
-               else if(autocvar_cl_playerdetailreduction <= -1)
+               else if(detailreduction <= -1)
                        this.modelindex = this.lodmodelindex1;
                else
                        this.modelindex = this.lodmodelindex0;
        }
        else
        {
-               float distance = vlen(this.origin - view_origin);
-               float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
+               float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
+               float dist1 = (this.loddistance1 > 0) ? this.loddistance1 : autocvar_cl_loddistance1;
+               float dist2 = (this.loddistance2 > 0) ? this.loddistance2 : autocvar_cl_loddistance2;
+               float f = (distance * current_viewzoom + 100.0) * detailreduction;
                f *= 1.0 / bound(0.01, view_quality, 1);
-               if(f > autocvar_cl_loddistance2)
+               if(f > dist2)
                        this.modelindex = this.lodmodelindex2;
-               else if(f > autocvar_cl_loddistance1)
+               else if(f > dist1)
                        this.modelindex = this.lodmodelindex1;
                else
                        this.modelindex = this.lodmodelindex0;
@@ -236,7 +242,7 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
 
        bool forceplayercolors_enabled = false;
        #define fpc autocvar_cl_forceplayercolors
-       if (ISGAMETYPE(DUEL))
+       if (gametype.m_1v1)
        {
                if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
                        forceplayercolors_enabled = true;
@@ -301,7 +307,7 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
        {
                if(autocvar_cl_forcemyplayercolors && islocalplayer)
                        this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
-               else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !ISGAMETYPE(DUEL))
+               else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
                {
                        // Assign each enemy unique colors
                        // pick colors from 0 to 14 since 15 is the rainbow color
@@ -565,6 +571,11 @@ void CSQCModel_Effects_Apply(entity this)
                boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
                //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
        }
+       if(eff & EF_SHOCK)
+       {
+               boxparticles(particleeffectnum(EFFECT_ARC_LIGHTNING), this, this.absmin, this.absmax, '0 0 0', '0 0 0', bound(0, frametime, 0.1), 0);
+               //pointparticles(EFFECT_ARC_LIGHTNING, this.origin, '0 0 0', bound(0, frametime, 0.1));
+       }
        if(eff & EF_STARDUST)
        {
                boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
@@ -667,7 +678,7 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
        if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
        {
                CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
-               CSQCPlayer_LOD_Apply(this);
+               CSQCModel_LOD_Apply(this, true);
 
                if(!isplayer)
                {
@@ -745,6 +756,8 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
                        }
                }
        }
+       else
+               CSQCModel_LOD_Apply(this, false);
 
        CSQCModel_AutoTagIndex_Apply(this);