string modelname = self.model;
string s;
+ vector mi = self.mins;
+ vector ma = self.maxs;
+
// set modelindex
self.lodmodelindex0 = self.modelindex;
self.lodmodelindex1 = self.modelindex;
}
setmodel(self, modelname); // make everything normal again
+ setsize(self, mi, ma);
}
// apply LOD
}
else
{
- float distance = vlen(self.origin - other.origin);
- float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
+ float distance = vlen(self.origin - view_origin);
+ float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
f *= 1.0 / bound(0.01, view_quality, 1);
if(f > autocvar_cl_loddistance2)
self.modelindex = self.lodmodelindex2;
{
entity e;
e = spawn();
+ precache_model(cvar_defstring("_cl_playermodel"));
setmodel(e, cvar_defstring("_cl_playermodel"));
forceplayermodels_goodmodel = e.model;
forceplayermodels_goodmodelindex = e.modelindex;
{
if(islocalplayer)
{
- // trust server's idea of "own player model"
- forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
- forceplayermodels_model = self.forceplayermodels_savemodel;
- forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
- forceplayermodels_skin = self.forceplayermodels_saveskin;
- forceplayermodels_attempted = 1;
+ if(!isdemo()) // this is mainly cheat protection; not needed for demos
+ {
+ // trust server's idea of "own player model"
+ forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
+ forceplayermodels_model = self.forceplayermodels_savemodel;
+ forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
+ forceplayermodels_skin = self.forceplayermodels_saveskin;
+ forceplayermodels_attempted = 1;
+ }
}
}
}
// apply it
- if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
+ float isfriend;
+ float cm;
+ cm = self.forceplayermodels_savecolormap;
+ cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+
+ if(teamplay)
+ isfriend = (cm == 1024 + 17 * myteam);
+ else
+ isfriend = islocalplayer;
+
+ if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
{
self.model = forceplayermodels_mymodel;
self.modelindex = forceplayermodels_mymodelindex;
}
// forceplayercolors too
- if(!teamplay)
+ if(teamplay)
+ {
+ // own team's color is never forced
+ float forcecolor_friend = 0;
+ float forcecolor_enemy = 0;
+ float teams_count = 0;
+ entity tm;
+
+ for(tm = teams.sort_next; tm; tm = tm.sort_next)
+ if(tm.team != FL_SPECTATOR)
+ ++teams_count;
+
+ if(autocvar_cl_forcemyplayercolors)
+ forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
+ if(autocvar_cl_forceplayercolors && teams_count == 2)
+ forcecolor_enemy = 1024 + autocvar__cl_color;
+
+ if(forcecolor_enemy && !forcecolor_friend)
+ {
+ // only enemy color is forced?
+ // verify it is not equal to the friend color
+ if(forcecolor_enemy == 1024 + 17 * myteam)
+ forcecolor_enemy = 0;
+ }
+
+ if(forcecolor_friend && !forcecolor_enemy)
+ {
+ // only friend color is forced?
+ // verify it is not equal to the enemy color
+ for(tm = teams.sort_next; tm; tm = tm.sort_next)
+ // note: we even compare against our own team.
+ // if we rejected because we matched our OWN team color,
+ // this is not bad; we then simply keep our color as is
+ // anyway.
+ if(forcecolor_friend == 1024 + 17 * tm.team)
+ forcecolor_friend = 0;
+ }
+
+ if(cm == 1024 + 17 * myteam)
+ {
+ if(forcecolor_friend)
+ self.colormap = forcecolor_friend;
+ }
+ else
+ {
+ if(forcecolor_enemy)
+ self.colormap = forcecolor_enemy;
+ }
+ }
+ else
{
if(autocvar_cl_forcemyplayercolors && islocalplayer)
self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
if(isnew)
{
#define FIX_FRAMETIME(f,ft) \
- if(IS_DEAD_FRAME(self.f)) \
+ if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
{ \
self.ft = self.death_time; \
}
{
if(frameduration(self.modelindex, f) > 0)
return f; // goooooood
+ if(frameduration(self.modelindex, 1) <= 0)
+ return f; // this is a static model. We can't fix it if we wanted to
switch(f)
{
case 23: return 11; // anim_melee -> anim_shoot
}
// recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
+ if(self.tag_entity.classname == "csqcmodel")
{
entity oldself = self;
self = self.tag_entity;
{
// the best part is: IT EXISTS
if(substring(self.model, 0, 17) == "models/weapons/v_")
+ {
if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
{
self.tag_index = gettagindex(self.tag_entity, "weapon");
dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
}
}
-
- if(substring(self.model, 0, 17) == "models/weapons/v_")
- if(substring(self.tag_entity.model, 0, 14) == "models/player/")
+ else if(self.tag_entity.isplayermodel)
{
- self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
+ self.tag_index = gettagindex(self.tag_entity, "weapon");
+ if(!self.tag_index)
+ self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
if(!self.tag_index)
self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
}
+ }
if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
{
if(self.csqcmodel_teleported)
Projectile_ResetTrail(self.origin);
}
+.float snd_looping;
void CSQCModel_Effects_Apply(void)
{
float eff = self.csqcmodel_effects;
if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
self.renderflags |= RF_ADDITIVE;
// also special in CSQCPlayer_GlowMod_Apply
+
+ if(self.csqcmodel_modelflags & MF_ROCKET)
+ {
+ if(!self.snd_looping)
+ {
+ sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+ self.snd_looping = CH_TRIGGER_SINGLE;
+ }
+ }
+ else
+ {
+ if(self.snd_looping)
+ {
+ sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+ self.snd_looping = 0;
+ }
+ }
+}
+
+void CSQCPlayer_Precache()
+{
+ precache_sound("misc/jetpack_fly.wav");
}
// FEATURE: auto glowmod
void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
{
// is it a player model? (shared state)
- self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
+ self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
// save values set by server
if(self.isplayermodel)