-void CSQCModel_Hook_PreDraw();
+void CSQCModel_Hook_PreDraw(float isplayer);
.float isplayermodel;
}
}
-// FEATURE: forcemodel (MUST be called BEFORE LOD!)
+// FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
string forceplayermodels_model;
float forceplayermodels_modelisgoodmodel;
float forceplayermodels_modelindex;
string forceplayermodels_goodmodel;
float forceplayermodels_goodmodelindex;
-void CSQCPlayer_ForceModel_PreUpdate(void)
+.vector glowmod;
+.vector old_glowmod;
+
+void CSQCPlayer_ModelAppearance_PreUpdate(void)
{
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
self.colormap = self.forceplayermodels_savecolormap;
}
-void CSQCPlayer_ForceModel_PostUpdate(void)
+void CSQCPlayer_ModelAppearance_PostUpdate(void)
{
self.forceplayermodels_savemodel = self.model;
self.forceplayermodels_savemodelindex = self.modelindex;
print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
}
}
-void CSQCPlayer_ForceModel_Apply(float islocalplayer)
+void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
{
+ // FORCEMODEL
// which one is ALWAYS good?
if not(forceplayermodels_goodmodel)
{
}
// 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 != NUM_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;
else if(autocvar_cl_forceplayercolors)
self.colormap = player_localnum + 1;
}
+
+ // GLOWMOD AND DEATH FADING
+ if(self.colormap > 0)
+ self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ else
+ self.glowmod = '1 1 1';
+
+ if(autocvar_cl_deathglow > 0)
+ {
+ if(self.csqcmodel_isdead)
+ {
+ // Fade out to black now...
+ if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
+ self.colormap = 0;
+
+ self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
+ self.glowmod_x = max(self.glowmod_x, 0.0001);
+ self.glowmod_y = max(self.glowmod_y, 0.0001);
+ self.glowmod_z = max(self.glowmod_z, 0.0001);
+ }
+ else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
+ }
+
+ //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
}
// FEATURE: fallback frames
.float csqcmodel_saveframe;
.float csqcmodel_saveframe2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
.float csqcmodel_saveframe3;
.float csqcmodel_saveframe4;
+#endif
.float csqcmodel_framecount;
#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
{
self.frame = self.csqcmodel_saveframe;
self.frame2 = self.csqcmodel_saveframe2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.frame3 = self.csqcmodel_saveframe3;
self.frame4 = self.csqcmodel_saveframe4;
+#endif
}
void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
{
self.csqcmodel_saveframe = self.frame;
self.csqcmodel_saveframe2 = self.frame2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.csqcmodel_saveframe3 = self.frame3;
self.csqcmodel_saveframe4 = self.frame4;
+#endif
// hack for death animations: set their frametime to zero in case a
// player "pops in"
}
FIX_FRAMETIME(frame, frame1time)
FIX_FRAMETIME(frame2, frame2time)
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
FIX_FRAMETIME(frame3, frame3time)
FIX_FRAMETIME(frame4, frame4time)
+#endif
}
self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
}
+void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
+{
+ self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+}
float CSQCPlayer_FallbackFrame(float f)
{
if(frameduration(self.modelindex, f) > 0)
{
self.frame = CSQCPlayer_FallbackFrame(self.frame);
self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
+#endif
}
// FEATURE: auto tag_index
{
entity oldself = self;
self = self.tag_entity;
- CSQCModel_Hook_PreDraw();
+ CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
self = oldself;
}
}
else if(self.tag_entity.isplayermodel)
{
- 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");
+ skeleton_loadinfo(self.tag_entity);
+ self.tag_index = self.tag_entity.bone_weapon;
}
}
}
// FEATURE: EF_NODRAW workalike
-float EF_BRIGHTFIELD = 1;
-float EF_BRIGHTLIGHT = 4;
-float EF_DIMLIGHT = 8;
-float EF_DOUBLESIDED = 32768;
-float EF_NOSELFSHADOW = 65536;
-float EF_DYNAMICMODELLIGHT = 131072;
-float MF_ROCKET = 1; // leave a trail
-float MF_GRENADE = 2; // leave a trail
-float MF_GIB = 4; // leave a trail
-float MF_ROTATE = 8; // rotate (bonus items)
-float MF_TRACER = 16; // green split trail
-float MF_ZOMGIB = 32; // small blood trail
-float MF_TRACER2 = 64; // orange split trail
-float MF_TRACER3 = 128; // purple trail
+const float EF_BRIGHTFIELD = 1;
+const float EF_BRIGHTLIGHT = 4;
+const float EF_DIMLIGHT = 8;
+const float EF_DOUBLESIDED = 32768;
+const float EF_NOSELFSHADOW = 65536;
+const float EF_DYNAMICMODELLIGHT = 131072;
+const float EF_RESTARTANIM_BIT = 1048576;
+const float EF_TELEPORT_BIT = 2097152;
+const float MF_ROCKET = 1; // leave a trail
+const float MF_GRENADE = 2; // leave a trail
+const float MF_GIB = 4; // leave a trail
+const float MF_ROTATE = 8; // rotate (bonus items)
+const float MF_TRACER = 16; // green split trail
+const float MF_ZOMGIB = 32; // small blood trail
+const float MF_TRACER2 = 64; // orange split trail
+const float MF_TRACER3 = 128; // purple trail
.float csqcmodel_effects;
.float csqcmodel_modelflags;
void CSQCModel_Effects_PreUpdate(void)
if(self.csqcmodel_teleported)
Projectile_ResetTrail(self.origin);
}
+.float snd_looping;
void CSQCModel_Effects_Apply(void)
{
float eff = self.csqcmodel_effects;
- eff &~= CSQCMODEL_EF_RESPAWNGHOST;
+ eff &= ~CSQCMODEL_EF_RESPAWNGHOST;
- self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
+ self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
self.effects = 0;
self.traileffect = 0;
if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
self.renderflags |= RF_ADDITIVE;
// also special in CSQCPlayer_GlowMod_Apply
-}
-
-// FEATURE: auto glowmod
-.vector glowmod;
-void CSQCPlayer_GlowMod_Apply(void)
-{
- float cm = self.colormap;
-
- if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
- cm = 1024;
- if(self.colormap > 0)
- self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ 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
- self.glowmod = '1 1 1';
-
- if(autocvar_cl_deathglow > 0)
- if(self.csqcmodel_isdead)
+ {
+ if(self.snd_looping)
{
- self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
- // prevent the zero vector
- self.glowmod_x = max(self.glowmod_x, 0.0001);
- self.glowmod_y = max(self.glowmod_y, 0.0001);
- self.glowmod_z = max(self.glowmod_z, 0.0001);
+ 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");
}
// general functions
.float csqcmodel_predraw_run;
-void CSQCModel_Hook_PreDraw()
+.float anim_frame;
+.float anim_frame1time;
+.float anim_frame2;
+.float anim_frame2time;
+.float anim_saveframe;
+.float anim_saveframe1time;
+.float anim_saveframe2;
+.float anim_saveframe2time;
+.float anim_prev_pmove_flags;
+void CSQCModel_Hook_PreDraw(float isplayer)
{
if(self.csqcmodel_predraw_run == framecount)
return;
if(self.isplayermodel) // this checks if it's a player MODEL!
{
- CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
- CSQCPlayer_GlowMod_Apply();
+ CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_LOD_Apply();
- CSQCPlayer_FallbackFrame_Apply();
+ if(!isplayer)
+ CSQCPlayer_FallbackFrame_Apply();
+ else
+ {
+ // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
+ skeleton_loadinfo(self);
+ float doblend = (self.bone_upperbody >= 0);
+ float onground = 0;
+ if(self == csqcplayer)
+ {
+ if(self.pmove_flags & PMF_ONGROUND)
+ onground = 1;
+ self.anim_prev_pmove_flags = self.pmove_flags;
+ if(self.pmove_flags & PMF_DUCKED)
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
+ else if(self.anim_state & ANIMSTATE_DUCK)
+ animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
+ }
+ else
+ {
+ tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
+ if(trace_startsolid || trace_fraction < 1)
+ onground = 1;
+ }
+ animdecide_init(self);
+ animdecide_setimplicitstate(self, onground);
+ animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
+ float sf = 0;
+ if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
+ sf |= CSQCMODEL_PROPERTY_FRAME;
+ if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
+ sf |= CSQCMODEL_PROPERTY_FRAME2;
+ self.anim_saveframe = self.anim_frame;
+ self.anim_saveframe1time = self.anim_frame1time;
+ self.anim_saveframe2 = self.anim_frame2;
+ self.anim_saveframe2time = self.anim_frame2time;
+ if(sf)
+ {
+ CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
+ self.lerpfrac = (doblend ? 0.5 : 0);
+ self.frame = self.anim_frame;
+ self.frame1time = self.anim_frame1time;
+ self.frame2 = self.anim_frame2;
+ self.frame2time = self.anim_frame2time;
+ CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
+ }
+ CSQCModel_InterpolateAnimation_2To4_Do();
+ if(doblend)
+ {
+ skeleton_from_frames(self, self.csqcmodel_isdead);
+ }
+ else
+ {
+ free_skeleton_from_frames(self);
+ // just in case, clear these (we're animating in frame and frame3)
+ self.lerpfrac = 0;
+ self.lerpfrac4 = 0;
+ }
+ }
}
CSQCModel_AutoTagIndex_Apply();
void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
{
+ // interpolate v_angle
+ self.iflags |= IFLAG_V_ANGLE_X;
// revert to values from server
CSQCModel_Effects_PreUpdate();
if(self.isplayermodel)
{
- CSQCPlayer_FallbackFrame_PreUpdate();
- CSQCPlayer_ForceModel_PreUpdate();
+ if(!isplayer)
+ CSQCPlayer_FallbackFrame_PreUpdate();
+ CSQCPlayer_ModelAppearance_PreUpdate();
}
}
// save values set by server
if(self.isplayermodel)
{
- CSQCPlayer_ForceModel_PostUpdate();
- CSQCPlayer_FallbackFrame_PostUpdate(isnew);
+ CSQCPlayer_ModelAppearance_PostUpdate();
+ if(isplayer)
+ CSQCPlayer_AnimDecide_PostUpdate(isnew);
+ else
+ CSQCPlayer_FallbackFrame_PostUpdate(isnew);
}
CSQCModel_Effects_PostUpdate();
}