X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=e7988cb5ad1d165920dd654f336bab94b9b430ee;hb=4f7b440a76d348e4e31ac5211a833847e60bf049;hp=92b8983b34428c0965aaeb972e1a8b21868a2284;hpb=26ec33d6d19e627b43ac2cb51f83f890b5176293;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 92b8983b3..e7988cb5a 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,3 +1,5 @@ +void CSQCModel_Hook_PreDraw(); + .float isplayermodel; // FEATURE: LOD @@ -12,12 +14,8 @@ void CSQCPlayer_LOD_Apply(void) string modelname = self.model; string s; - if(!fexists(modelname)) - { - print(sprintf(_("Trying to use non existing model %s. "), modelname)); - modelname = cvar_defstring("_cl_playermodel"); - print(sprintf(_("Reverted to %s.\n"), modelname)); - } + vector mi = self.mins; + vector ma = self.maxs; // set modelindex self.lodmodelindex0 = self.modelindex; @@ -44,6 +42,7 @@ void CSQCPlayer_LOD_Apply(void) } setmodel(self, modelname); // make everything normal again + setsize(self, mi, ma); } // apply LOD @@ -58,8 +57,8 @@ void CSQCPlayer_LOD_Apply(void) } 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; @@ -72,17 +71,27 @@ void CSQCPlayer_LOD_Apply(void) // FEATURE: forcemodel (MUST be called BEFORE LOD!) string forceplayermodels_model; +float forceplayermodels_modelisgoodmodel; float forceplayermodels_modelindex; float forceplayermodels_skin; string forceplayermodels_mymodel; +float forceplayermodels_myisgoodmodel; float forceplayermodels_mymodelindex; float forceplayermodels_attempted; + .string forceplayermodels_savemodel; .float forceplayermodels_savemodelindex; .float forceplayermodels_saveskin; .float forceplayermodels_savecolormap; + +.string forceplayermodels_isgoodmodel_mdl; +.float forceplayermodels_isgoodmodel; + +string forceplayermodels_goodmodel; +float forceplayermodels_goodmodelindex; + void CSQCPlayer_ForceModel_PreUpdate(void) { self.model = self.forceplayermodels_savemodel; @@ -96,20 +105,43 @@ void CSQCPlayer_ForceModel_PostUpdate(void) self.forceplayermodels_savemodelindex = self.modelindex; self.forceplayermodels_saveskin = self.skin; self.forceplayermodels_savecolormap = self.colormap; + + if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl) + { + self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel); + self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel; + if(!self.forceplayermodels_isgoodmodel) + print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel)); + } } void CSQCPlayer_ForceModel_Apply(float islocalplayer) { - // first, try finding it from the server + // which one is ALWAYS good? + if not(forceplayermodels_goodmodel) + { + entity e; + e = spawn(); + precache_model(cvar_defstring("_cl_playermodel")); + setmodel(e, cvar_defstring("_cl_playermodel")); + forceplayermodels_goodmodel = e.model; + forceplayermodels_goodmodelindex = e.modelindex; + remove(e); + } + // first, try finding it from the server if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null") { if(islocalplayer) { - // trust server's idea of "own player model" - forceplayermodels_model = self.model; - forceplayermodels_modelindex = self.modelindex; - forceplayermodels_skin = self.skin; - 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; + } } } @@ -122,6 +154,7 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer) entity e; e = spawn(); setmodel(e, autocvar__cl_playermodel); // this is harmless, see below + forceplayermodels_modelisgoodmodel = fexists(e.model); forceplayermodels_model = e.model; forceplayermodels_modelindex = e.modelindex; forceplayermodels_skin = autocvar__cl_playerskin; @@ -133,35 +166,101 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer) entity e; e = spawn(); setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below + forceplayermodels_myisgoodmodel = fexists(e.model); forceplayermodels_mymodel = e.model; forceplayermodels_mymodelindex = e.modelindex; remove(e); } // apply it - if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_mymodelindex && self.entnum == player_localnum + 1) + 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; self.skin = autocvar_cl_forcemyplayerskin; } - else if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex) + else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel) { self.model = forceplayermodels_model; self.modelindex = forceplayermodels_modelindex; self.skin = forceplayermodels_skin; } - else + else if(self.forceplayermodels_isgoodmodel) { self.model = self.forceplayermodels_savemodel; self.modelindex = self.forceplayermodels_savemodelindex; self.skin = self.forceplayermodels_saveskin; } + else + { + self.model = forceplayermodels_goodmodel; + self.modelindex = forceplayermodels_goodmodelindex; + self.skin = self.forceplayermodels_saveskin; + } // 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 && self.entnum == player_localnum + 1) + if(autocvar_cl_forcemyplayercolors && islocalplayer) self.colormap = 1024 + autocvar_cl_forcemyplayercolors; else if(autocvar_cl_forceplayercolors) self.colormap = player_localnum + 1; @@ -174,6 +273,8 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer) .float csqcmodel_saveframe3; .float csqcmodel_saveframe4; .float csqcmodel_framecount; + +#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1) void CSQCPlayer_FallbackFrame_PreUpdate(void) { self.frame = self.csqcmodel_saveframe; @@ -193,23 +294,23 @@ void CSQCPlayer_FallbackFrame_PostUpdate(float isnew) if(isnew) { #define FIX_FRAMETIME(f,ft) \ - switch(self.f) \ + if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \ { \ - case 0: \ - case 1: \ - self.ft = 0; \ - break; \ + self.ft = self.death_time; \ } FIX_FRAMETIME(frame, frame1time) FIX_FRAMETIME(frame2, frame2time) FIX_FRAMETIME(frame3, frame3time) FIX_FRAMETIME(frame4, frame4time) } + self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame); } float CSQCPlayer_FallbackFrame(float f) { 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 @@ -232,16 +333,6 @@ void CSQCPlayer_FallbackFrame_Apply(void) self.frame4 = CSQCPlayer_FallbackFrame(self.frame4); } -// FEATURE: auto glowmod -.vector glowmod; -void CSQCPlayer_GlowMod_Apply(void) -{ - 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'; -} - // FEATURE: auto tag_index .entity tag_entity; .float tag_entity_lastmodelindex; @@ -260,6 +351,16 @@ void CSQCModel_AutoTagIndex_Apply(void) self.tag_entity = findfloat(world, entnum, self.tag_networkentity); changed = 1; } + + // 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; + CSQCModel_Hook_PreDraw(); + self = oldself; + } + if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex) { self.tag_entity_lastmodelindex = self.tag_entity.modelindex; @@ -271,6 +372,7 @@ void CSQCModel_AutoTagIndex_Apply(void) { // 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"); @@ -284,14 +386,15 @@ void CSQCModel_AutoTagIndex_Apply(void) 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_") { @@ -343,7 +446,7 @@ void CSQCModel_Effects_PostUpdate(void) void CSQCModel_Effects_Apply(void) { float eff = self.csqcmodel_effects; - eff &~= CSQCMODEL_EF_INVISIBLE; + eff &~= CSQCMODEL_EF_RESPAWNGHOST; self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS); self.effects = 0; @@ -356,7 +459,7 @@ void CSQCModel_Effects_Apply(void) adddynamiclight(self.origin, 400, '3 3 3'); if(eff & EF_DIMLIGHT) adddynamiclight(self.origin, 200, '1.5 1.5 1.5'); - if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0)) + if((eff & EF_NODRAW) || (self.alpha < 0)) self.drawmask = 0; if(eff & EF_ADDITIVE) self.renderflags |= RF_ADDITIVE; @@ -407,11 +510,45 @@ void CSQCModel_Effects_Apply(void) Projectile_DrawTrail(self.origin); else Projectile_ResetTrail(self.origin); + + 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; + else + self.glowmod = '1 1 1'; + + if(autocvar_cl_deathglow > 0) + if(self.csqcmodel_isdead) + { + 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); + } } // general functions -void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer) +.float csqcmodel_predraw_run; +void CSQCModel_Hook_PreDraw() { + if(self.csqcmodel_predraw_run == framecount) + return; + self.csqcmodel_predraw_run = framecount; + if(!self.modelindex || self.model == "null") { self.drawmask = 0; @@ -422,14 +559,13 @@ void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer) if(self.isplayermodel) // this checks if it's a player MODEL! { + CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1); CSQCPlayer_GlowMod_Apply(); - CSQCPlayer_ForceModel_Apply(islocalplayer); CSQCPlayer_LOD_Apply(); CSQCPlayer_FallbackFrame_Apply(); } - if(!isplayer) // this checks if it's a player SLOT! - CSQCModel_AutoTagIndex_Apply(); + CSQCModel_AutoTagIndex_Apply(); CSQCModel_Effects_Apply(); } @@ -448,7 +584,7 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer) 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)