1 #include "csqcmodel_hooks.qh"
2 #include "autocvars.qh"
3 #include "miscfunctions.qh"
4 #include <client/mutators/_mod.qh>
5 #include "player_skeleton.qh"
6 #include "weapons/projectile.qh"
7 #include <common/animdecide.qh>
8 #include <common/ent_cs.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <common/physics/player.qh>
11 #include <common/viewloc.qh>
12 #include <common/effects/all.qh>
13 #include <common/effects/all.inc>
14 #include <lib/csqcmodel/cl_model.qh>
15 #include <lib/csqcmodel/cl_player.qh>
16 #include <lib/csqcmodel/interpolate.qh>
25 void CSQCPlayer_LOD_Apply(entity this)
28 if(this.lodmodelindex0 != this.modelindex)
30 string modelname = this.model;
33 vector mi = this.mins;
34 vector ma = this.maxs;
37 this.lodmodelindex0 = this.modelindex;
38 this.lodmodelindex1 = this.modelindex;
39 this.lodmodelindex2 = this.modelindex;
41 // FIXME: this only supports 3-letter extensions
42 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
48 this.lodmodelindex1 = this.modelindex;
51 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
57 this.lodmodelindex2 = this.modelindex;
60 _setmodel(this, modelname); // make everything normal again
61 setsize(this, mi, ma);
65 if(autocvar_cl_playerdetailreduction <= 0)
67 if(autocvar_cl_playerdetailreduction <= -2)
68 this.modelindex = this.lodmodelindex2;
69 else if(autocvar_cl_playerdetailreduction <= -1)
70 this.modelindex = this.lodmodelindex1;
72 this.modelindex = this.lodmodelindex0;
76 float distance = vlen(this.origin - view_origin);
77 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
78 f *= 1.0 / bound(0.01, view_quality, 1);
79 if(f > autocvar_cl_loddistance2)
80 this.modelindex = this.lodmodelindex2;
81 else if(f > autocvar_cl_loddistance1)
82 this.modelindex = this.lodmodelindex1;
84 this.modelindex = this.lodmodelindex0;
88 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
89 string forceplayermodels_model;
90 bool forceplayermodels_modelisgoodmodel;
91 int forceplayermodels_modelindex;
92 int forceplayermodels_skin;
94 string forceplayermodels_mymodel;
95 bool forceplayermodels_myisgoodmodel;
96 int forceplayermodels_mymodelindex;
98 bool forceplayermodels_attempted;
100 .string forceplayermodels_savemodel;
101 .int forceplayermodels_savemodelindex;
102 .int forceplayermodels_saveskin;
103 .int forceplayermodels_savecolormap;
105 .string forceplayermodels_isgoodmodel_mdl;
106 .bool forceplayermodels_isgoodmodel;
108 string forceplayermodels_goodmodel;
109 int forceplayermodels_goodmodelindex;
113 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
115 this.model = this.forceplayermodels_savemodel;
116 this.modelindex = this.forceplayermodels_savemodelindex;
117 this.skin = this.forceplayermodels_saveskin;
118 this.colormap = this.forceplayermodels_savecolormap;
120 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
122 this.forceplayermodels_savemodel = this.model;
123 this.forceplayermodels_savemodelindex = this.modelindex;
124 this.forceplayermodels_saveskin = this.skin;
125 this.forceplayermodels_savecolormap = this.colormap;
127 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
129 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
130 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
131 if(!this.forceplayermodels_isgoodmodel)
132 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
135 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
137 int cm = this.forceplayermodels_savecolormap;
138 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
140 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
141 goto skipforcemodels;
144 // which one is ALWAYS good?
145 if (!forceplayermodels_goodmodel)
148 precache_model(cvar_defstring("_cl_playermodel"));
149 _setmodel(e, cvar_defstring("_cl_playermodel"));
150 forceplayermodels_goodmodel = e.model;
151 forceplayermodels_goodmodelindex = e.modelindex;
155 // first, try finding it from the server
156 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
160 if(!isdemo()) // this is mainly cheat protection; not needed for demos
162 // trust server's idea of "own player model"
163 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
164 forceplayermodels_model = this.forceplayermodels_savemodel;
165 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
166 forceplayermodels_skin = this.forceplayermodels_saveskin;
167 forceplayermodels_attempted = 1;
172 // forcemodel finding
173 if(!forceplayermodels_attempted)
175 forceplayermodels_attempted = 1;
177 // only if this failed, find it out on our own
179 precache_model(autocvar__cl_playermodel);
180 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
181 forceplayermodels_modelisgoodmodel = fexists(e.model);
182 forceplayermodels_model = e.model;
183 forceplayermodels_modelindex = e.modelindex;
184 forceplayermodels_skin = autocvar__cl_playerskin;
188 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
191 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
192 forceplayermodels_myisgoodmodel = fexists(e.model);
193 forceplayermodels_mymodel = e.model;
194 forceplayermodels_mymodelindex = e.modelindex;
202 isfriend = (cm == 1024 + 17 * myteam);
204 isfriend = islocalplayer;
206 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
208 this.model = forceplayermodels_mymodel;
209 this.modelindex = forceplayermodels_mymodelindex;
210 this.skin = autocvar_cl_forcemyplayerskin;
212 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
214 this.model = forceplayermodels_model;
215 this.modelindex = forceplayermodels_modelindex;
216 this.skin = forceplayermodels_skin;
218 else if(this.forceplayermodels_isgoodmodel)
220 this.model = this.forceplayermodels_savemodel;
221 this.modelindex = this.forceplayermodels_savemodelindex;
222 this.skin = this.forceplayermodels_saveskin;
226 this.model = forceplayermodels_goodmodel;
227 this.modelindex = forceplayermodels_goodmodelindex;
228 this.skin = this.forceplayermodels_saveskin;
231 LABEL(skipforcemodels)
233 if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
234 goto skipforcecolors;
236 // forceplayercolors too
239 // own team's color is never forced
240 int forcecolor_friend = 0;
241 int forcecolor_enemy = 0;
244 if(autocvar_cl_forcemyplayercolors)
245 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
246 if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
247 forcecolor_enemy = 1024 + autocvar__cl_color;
249 if(forcecolor_enemy && !forcecolor_friend)
251 // only enemy color is forced?
252 // verify it is not equal to the friend color
253 if(forcecolor_enemy == 1024 + 17 * myteam)
254 forcecolor_enemy = 0;
257 if(forcecolor_friend && !forcecolor_enemy)
259 // only friend color is forced?
260 // verify it is not equal to the enemy color
261 for(tm = teams.sort_next; tm; tm = tm.sort_next)
262 // note: we even compare against our own team.
263 // if we rejected because we matched our OWN team color,
264 // this is not bad; we then simply keep our color as is
266 if(forcecolor_friend == 1024 + 17 * tm.team)
267 forcecolor_friend = 0;
270 if(cm == 1024 + 17 * myteam)
272 if(forcecolor_friend)
273 this.colormap = forcecolor_friend;
278 this.colormap = forcecolor_enemy;
283 if(autocvar_cl_forcemyplayercolors && islocalplayer)
284 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
285 else if(autocvar_cl_forceplayercolors)
286 this.colormap = player_localnum + 1;
289 LABEL(skipforcecolors)
291 if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
293 this.glowmod = '0 0 0';
298 // GLOWMOD AND DEATH FADING
299 if(this.colormap > 0)
300 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
302 this.glowmod = '1 1 1';
304 if(autocvar_cl_deathglow > 0)
306 if(this.csqcmodel_isdead)
308 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
309 if(this.colormap > 0)
311 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
312 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
313 if (this.glowmod == '0 0 0')
314 this.glowmod.x = 0.000001;
318 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
321 // FEATURE: fallback frames
322 .int csqcmodel_saveframe;
323 .int csqcmodel_saveframe2;
324 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
325 .int csqcmodel_saveframe3;
326 .int csqcmodel_saveframe4;
328 .int csqcmodel_framecount;
330 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
331 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
333 this.frame = this.csqcmodel_saveframe;
334 this.frame2 = this.csqcmodel_saveframe2;
335 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
336 this.frame3 = this.csqcmodel_saveframe3;
337 this.frame4 = this.csqcmodel_saveframe4;
340 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
342 this.csqcmodel_saveframe = this.frame;
343 this.csqcmodel_saveframe2 = this.frame2;
344 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
345 this.csqcmodel_saveframe3 = this.frame3;
346 this.csqcmodel_saveframe4 = this.frame4;
349 // hack for death animations: set their frametime to zero in case a
353 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
354 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
355 this.ft = this.death_time; \
357 FIX_FRAMETIME(frame, frame1time);
358 FIX_FRAMETIME(frame2, frame2time);
359 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
360 FIX_FRAMETIME(frame3, frame3time);
361 FIX_FRAMETIME(frame4, frame4time);
364 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
366 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
368 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
370 int CSQCPlayer_FallbackFrame(entity this, int f)
373 if(frameduration(this.modelindex, f) > 0)
374 return f; // goooooood
375 if(frameduration(this.modelindex, 1) <= 0)
376 return f; // this is a static model. We can't fix it if we wanted to
379 case 23: return 11; // anim_melee -> anim_shoot
380 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
381 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
382 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
383 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
384 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
385 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
386 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
388 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
391 void CSQCPlayer_FallbackFrame_Apply(entity this)
393 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
394 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
395 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
396 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
397 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
401 // FEATURE: auto tag_index
403 .int tag_entity_lastmodelindex;
405 void CSQCModel_AutoTagIndex_Apply(entity this)
407 if(this.tag_entity && wasfreed(this.tag_entity))
408 this.tag_entity = NULL;
410 MUTATOR_CALLHOOK(TagIndex_Update, this);
412 if(this.tag_networkentity)
416 if(this.tag_entity.entnum != this.tag_networkentity)
418 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
422 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
423 if(this.tag_entity.classname == "csqcmodel")
425 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
428 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
430 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
437 // the best part is: IT EXISTS
438 if(substring(this.model, 0, 14) == "models/weapons")
440 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
442 this.tag_index = gettagindex(this.tag_entity, "weapon");
444 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
447 // we need to prevent this from 'appening
448 this.tag_entity = NULL;
450 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
453 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
455 skeleton_loadinfo(this.tag_entity);
456 this.tag_index = this.tag_entity.bone_weapon;
460 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
462 this.tag_index = gettagindex(this.tag_entity, "shot");
464 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
467 MUTATOR_CALLHOOK(TagIndex_Apply, this);
471 // damn, see you next frame
478 void CSQCModel_Effects_PreUpdate(entity this)
480 this.effects = this.csqcmodel_effects;
481 this.modelflags = this.csqcmodel_modelflags;
482 this.traileffect = this.csqcmodel_traileffect;
484 void Reset_ArcBeam();
485 void CSQCModel_Effects_PostUpdate(entity this)
487 if (this == csqcplayer) {
488 if (this.csqcmodel_teleported) {
492 this.csqcmodel_effects = this.effects;
493 this.csqcmodel_modelflags = this.modelflags;
494 this.csqcmodel_traileffect = this.traileffect;
497 if(this.csqcmodel_teleported)
498 Projectile_ResetTrail(this, this.origin);
501 void CSQCModel_Effects_Apply(entity this)
503 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
504 int tref = this.csqcmodel_traileffect;
506 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
508 this.traileffect = 0;
510 if(eff & EF_BRIGHTFIELD)
511 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
512 // ignoring EF_MUZZLEFLASH
513 if(eff & EF_BRIGHTLIGHT)
514 adddynamiclight(this.origin, 400, '3 3 3');
515 if(eff & EF_DIMLIGHT)
516 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
517 if((eff & EF_NODRAW) || (this.alpha < 0))
519 if(eff & EF_ADDITIVE)
520 this.renderflags |= RF_ADDITIVE;
522 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
524 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
525 // ignoring EF_NOGUNBOB
526 if(eff & EF_FULLBRIGHT)
527 this.renderflags |= RF_FULLBRIGHT;
530 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
531 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
533 if(eff & EF_STARDUST)
535 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
536 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
538 if(eff & EF_NOSHADOW)
539 this.renderflags |= RF_NOSHADOW;
540 if(eff & EF_NODEPTHTEST)
541 this.renderflags |= RF_DEPTHHACK;
542 // ignoring EF_SELECTABLE
543 if(eff & EF_DOUBLESIDED)
544 this.effects |= EF_DOUBLESIDED;
545 if(eff & EF_NOSELFSHADOW)
546 this.effects |= EF_NOSELFSHADOW;
547 if(eff & EF_DYNAMICMODELLIGHT)
548 this.renderflags |= RF_DYNAMICMODELLIGHT;
549 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
550 if(this.csqcmodel_modelflags & MF_ROCKET)
551 tref = EFFECT_TR_ROCKET.m_id;
552 if(this.csqcmodel_modelflags & MF_GRENADE)
553 tref = EFFECT_TR_GRENADE.m_id;
554 if(this.csqcmodel_modelflags & MF_GIB)
555 tref = EFFECT_TR_BLOOD.m_id;
556 if(this.csqcmodel_modelflags & MF_ROTATE)
558 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
559 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
560 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
561 this.renderflags |= RF_USEAXIS;
562 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
564 if(this.csqcmodel_modelflags & MF_TRACER)
565 tref = EFFECT_TR_WIZSPIKE.m_id;
566 if(this.csqcmodel_modelflags & MF_ZOMGIB)
567 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
568 if(this.csqcmodel_modelflags & MF_TRACER2)
569 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
570 if(this.csqcmodel_modelflags & MF_TRACER3)
571 tref = EFFECT_TR_VORESPIKE.m_id;
573 this.traileffect = tref;
576 Projectile_DrawTrail(this, this.origin);
578 Projectile_ResetTrail(this, this.origin);
580 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
581 this.renderflags |= RF_ADDITIVE;
582 // also special in CSQCPlayer_GlowMod_Apply
584 if(this.csqcmodel_modelflags & MF_ROCKET)
586 if(!this.snd_looping)
588 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
589 this.snd_looping = CH_TRIGGER_SINGLE;
596 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
597 this.snd_looping = 0;
603 .int csqcmodel_predraw_run;
605 .int anim_frame1time;
607 .int anim_frame2time;
609 .int anim_saveframe1time;
610 .int anim_saveframe2;
611 .int anim_saveframe2time;
612 .int anim_prev_pmove_flags;
613 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
615 if(this.csqcmodel_predraw_run == framecount)
617 this.csqcmodel_predraw_run = framecount;
619 if(!this.modelindex || this.model == "null" || this.alpha < 0)
622 if(this.snd_looping > 0)
624 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
625 this.snd_looping = 0;
630 this.drawmask = MASK_NORMAL;
632 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
634 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
635 CSQCPlayer_LOD_Apply(this);
639 skeleton_loadinfo(this);
640 bool doblend = (this.bone_upperbody >= 0);
641 CSQCPlayer_FallbackFrame_Apply(this);
644 skeleton_from_frames(this, this.csqcmodel_isdead);
648 free_skeleton_from_frames(this);
649 // just in case, clear these (we're animating in frame and frame3)
656 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
657 skeleton_loadinfo(this);
658 bool doblend = (this.bone_upperbody >= 0);
660 if(this == csqcplayer)
662 if(IS_ONGROUND(this))
664 this.anim_prev_pmove_flags = this.flags;
665 if(this.flags & FL_DUCKED)
666 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
667 else if(this.anim_state & ANIMSTATE_DUCK)
668 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
672 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
673 if(trace_startsolid || trace_fraction < 1)
676 animdecide_load_if_needed(this);
677 animdecide_setimplicitstate(this, onground);
678 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
680 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
681 sf |= CSQCMODEL_PROPERTY_FRAME;
682 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
683 sf |= CSQCMODEL_PROPERTY_FRAME2;
684 this.anim_saveframe = this.anim_frame;
685 this.anim_saveframe1time = this.anim_frame1time;
686 this.anim_saveframe2 = this.anim_frame2;
687 this.anim_saveframe2time = this.anim_frame2time;
688 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
689 // This ensures that .frame etc. are always written.
690 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
691 this.lerpfrac = (doblend ? 0.5 : 0);
692 this.frame = this.anim_frame;
693 this.frame1time = this.anim_frame1time;
694 this.frame2 = this.anim_frame2;
695 this.frame2time = this.anim_frame2time;
696 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
697 CSQCModel_InterpolateAnimation_2To4_Do(this);
700 skeleton_from_frames(this, this.csqcmodel_isdead);
704 free_skeleton_from_frames(this);
705 // just in case, clear these (we're animating in frame and frame3)
712 CSQCModel_AutoTagIndex_Apply(this);
714 CSQCModel_Effects_Apply(this);
717 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
719 // interpolate v_angle
720 this.iflags |= IFLAG_V_ANGLE_X;
721 // revert to values from server
722 CSQCModel_Effects_PreUpdate(this);
723 if((this.isplayermodel & ISPLAYER_MODEL))
726 CSQCPlayer_FallbackFrame_PreUpdate(this);
727 CSQCPlayer_ModelAppearance_PreUpdate(this);
731 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
733 // is it a player model? (shared state)
734 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
735 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
736 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
738 // save values set by server
739 if((this.isplayermodel & ISPLAYER_MODEL))
741 CSQCPlayer_ModelAppearance_PostUpdate(this);
743 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
745 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
747 CSQCModel_Effects_PostUpdate(this);