1 #include "csqcmodel_hooks.qh"
2 #include "autocvars.qh"
3 #include "csqcmodel_hooks.qh"
4 #include "miscfunctions.qh"
5 #include <client/mutators/_mod.qh>
6 #include "player_skeleton.qh"
7 #include "weapons/projectile.qh"
8 #include <common/animdecide.qh>
9 #include <common/ent_cs.qh>
10 #include <common/physics/movetypes/movetypes.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, bool isplayer)
27 int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
30 if(this.lodmodelindex0 != this.modelindex)
32 string modelname = this.model;
35 vector mi = this.mins;
36 vector ma = this.maxs;
39 this.lodmodelindex0 = this.modelindex;
40 this.lodmodelindex1 = this.modelindex;
41 this.lodmodelindex2 = this.modelindex;
43 // FIXME: this only supports 3-letter extensions
44 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
50 this.lodmodelindex1 = this.modelindex;
53 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
59 this.lodmodelindex2 = this.modelindex;
62 _setmodel(this, modelname); // make everything normal again
63 setsize(this, mi, ma);
67 if(detailreduction <= 0)
69 if(detailreduction <= -2)
70 this.modelindex = this.lodmodelindex2;
71 else if(detailreduction <= -1)
72 this.modelindex = this.lodmodelindex1;
74 this.modelindex = this.lodmodelindex0;
78 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
79 float f = (distance * current_viewzoom + 100.0) * detailreduction;
80 f *= 1.0 / bound(0.01, view_quality, 1);
81 if(f > autocvar_cl_loddistance2)
82 this.modelindex = this.lodmodelindex2;
83 else if(f > autocvar_cl_loddistance1)
84 this.modelindex = this.lodmodelindex1;
86 this.modelindex = this.lodmodelindex0;
90 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
91 string forceplayermodels_model;
92 bool forceplayermodels_modelisgoodmodel;
93 int forceplayermodels_modelindex;
94 int forceplayermodels_skin;
96 string forceplayermodels_mymodel;
97 bool forceplayermodels_myisgoodmodel;
98 int forceplayermodels_mymodelindex;
100 bool forceplayermodels_attempted;
102 .string forceplayermodels_savemodel;
103 .int forceplayermodels_savemodelindex;
104 .int forceplayermodels_saveskin;
105 .int forceplayermodels_savecolormap;
107 .string forceplayermodels_isgoodmodel_mdl;
108 .bool forceplayermodels_isgoodmodel;
110 string forceplayermodels_goodmodel;
111 int forceplayermodels_goodmodelindex;
116 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
118 this.model = this.forceplayermodels_savemodel;
119 this.modelindex = this.forceplayermodels_savemodelindex;
120 this.skin = this.forceplayermodels_saveskin;
121 this.colormap = this.forceplayermodels_savecolormap;
123 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
125 this.forceplayermodels_savemodel = this.model;
126 this.forceplayermodels_savemodelindex = this.modelindex;
127 this.forceplayermodels_saveskin = this.skin;
128 this.forceplayermodels_savecolormap = this.colormap;
130 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
132 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
133 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
134 if(!this.forceplayermodels_isgoodmodel)
135 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
138 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
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;
201 cm = this.forceplayermodels_savecolormap;
202 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
205 isfriend = (cm == 1024 + 17 * myteam);
207 isfriend = islocalplayer;
209 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
211 this.model = forceplayermodels_mymodel;
212 this.modelindex = forceplayermodels_mymodelindex;
213 this.skin = autocvar_cl_forcemyplayerskin;
215 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
217 this.model = forceplayermodels_model;
218 this.modelindex = forceplayermodels_modelindex;
219 this.skin = forceplayermodels_skin;
221 else if(this.forceplayermodels_isgoodmodel)
223 this.model = this.forceplayermodels_savemodel;
224 this.modelindex = this.forceplayermodels_savemodelindex;
225 this.skin = this.forceplayermodels_saveskin;
229 this.model = forceplayermodels_goodmodel;
230 this.modelindex = forceplayermodels_goodmodelindex;
231 this.skin = this.forceplayermodels_saveskin;
234 // forceplayercolors too
237 // own team's color is never forced
238 int forcecolor_friend = 0;
239 int forcecolor_enemy = 0;
242 if(autocvar_cl_forcemyplayercolors)
243 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
244 if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
245 forcecolor_enemy = 1024 + autocvar__cl_color;
247 if(forcecolor_enemy && !forcecolor_friend)
249 // only enemy color is forced?
250 // verify it is not equal to the friend color
251 if(forcecolor_enemy == 1024 + 17 * myteam)
252 forcecolor_enemy = 0;
255 if(forcecolor_friend && !forcecolor_enemy)
257 // only friend color is forced?
258 // verify it is not equal to the enemy color
259 for(tm = teams.sort_next; tm; tm = tm.sort_next)
260 // note: we even compare against our own team.
261 // if we rejected because we matched our OWN team color,
262 // this is not bad; we then simply keep our color as is
264 if(forcecolor_friend == 1024 + 17 * tm.team)
265 forcecolor_friend = 0;
268 if(cm == 1024 + 17 * myteam)
270 if(forcecolor_friend)
271 this.colormap = forcecolor_friend;
276 this.colormap = forcecolor_enemy;
281 if(autocvar_cl_forcemyplayercolors && islocalplayer)
282 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
283 else if(autocvar_cl_forceplayercolors)
284 this.colormap = player_localnum + 1;
287 LABEL(skipforcemodels)
289 // GLOWMOD AND DEATH FADING
290 if(this.colormap > 0)
291 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
293 this.glowmod = '1 1 1';
295 if(autocvar_cl_deathglow > 0)
297 if(this.csqcmodel_isdead)
299 // Fade out to black now...
300 if(this.old_glowmod == '0 0 0') { this.old_glowmod = this.glowmod; }
303 this.glowmod = this.old_glowmod * bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
304 this.glowmod_x = max(this.glowmod.x, 0.0001);
305 this.glowmod_y = max(this.glowmod.y, 0.0001);
306 this.glowmod_z = max(this.glowmod.z, 0.0001);
308 else if(this.old_glowmod != '0 0 0') { this.old_glowmod = '0 0 0'; }
311 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
314 // FEATURE: fallback frames
315 .int csqcmodel_saveframe;
316 .int csqcmodel_saveframe2;
317 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
318 .int csqcmodel_saveframe3;
319 .int csqcmodel_saveframe4;
321 .int csqcmodel_framecount;
323 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
324 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
326 this.frame = this.csqcmodel_saveframe;
327 this.frame2 = this.csqcmodel_saveframe2;
328 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
329 this.frame3 = this.csqcmodel_saveframe3;
330 this.frame4 = this.csqcmodel_saveframe4;
333 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
335 this.csqcmodel_saveframe = this.frame;
336 this.csqcmodel_saveframe2 = this.frame2;
337 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
338 this.csqcmodel_saveframe3 = this.frame3;
339 this.csqcmodel_saveframe4 = this.frame4;
342 // hack for death animations: set their frametime to zero in case a
346 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
347 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
348 this.ft = this.death_time; \
350 FIX_FRAMETIME(frame, frame1time);
351 FIX_FRAMETIME(frame2, frame2time);
352 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
353 FIX_FRAMETIME(frame3, frame3time);
354 FIX_FRAMETIME(frame4, frame4time);
357 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
359 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
361 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
363 int CSQCPlayer_FallbackFrame(entity this, int f)
366 if(frameduration(this.modelindex, f) > 0)
367 return f; // goooooood
368 if(frameduration(this.modelindex, 1) <= 0)
369 return f; // this is a static model. We can't fix it if we wanted to
372 case 23: return 11; // anim_melee -> anim_shoot
373 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
374 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
375 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
376 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
377 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
378 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
379 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
381 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
384 void CSQCPlayer_FallbackFrame_Apply(entity this)
386 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
387 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
388 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
389 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
390 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
394 // FEATURE: auto tag_index
396 .int tag_entity_lastmodelindex;
398 void CSQCModel_AutoTagIndex_Apply(entity this)
400 if(this.tag_entity && wasfreed(this.tag_entity))
401 this.tag_entity = NULL;
403 MUTATOR_CALLHOOK(TagIndex_Update, this);
405 if(this.tag_networkentity)
409 if(this.tag_entity.entnum != this.tag_networkentity)
411 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
415 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
416 if(this.tag_entity.classname == "csqcmodel")
418 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
421 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
423 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
430 // the best part is: IT EXISTS
431 if(substring(this.model, 0, 14) == "models/weapons")
433 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
435 this.tag_index = gettagindex(this.tag_entity, "weapon");
437 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
440 // we need to prevent this from 'appening
441 this.tag_entity = NULL;
443 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
446 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
448 skeleton_loadinfo(this.tag_entity);
449 this.tag_index = this.tag_entity.bone_weapon;
453 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
455 this.tag_index = gettagindex(this.tag_entity, "shot");
457 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
460 MUTATOR_CALLHOOK(TagIndex_Apply, this);
464 // damn, see you next frame
471 void CSQCModel_Effects_PreUpdate(entity this)
473 this.effects = this.csqcmodel_effects;
474 this.modelflags = this.csqcmodel_modelflags;
475 this.traileffect = this.csqcmodel_traileffect;
477 void Reset_ArcBeam();
478 void CSQCModel_Effects_PostUpdate(entity this)
480 if (this == csqcplayer) {
481 if (this.csqcmodel_teleported) {
485 this.csqcmodel_effects = this.effects;
486 this.csqcmodel_modelflags = this.modelflags;
487 this.csqcmodel_traileffect = this.traileffect;
490 if(this.csqcmodel_teleported)
491 Projectile_ResetTrail(this, this.origin);
494 void CSQCModel_Effects_Apply(entity this)
496 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
497 int tref = this.csqcmodel_traileffect;
499 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
501 this.traileffect = 0;
503 if(eff & EF_BRIGHTFIELD)
504 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
505 // ignoring EF_MUZZLEFLASH
506 if(eff & EF_BRIGHTLIGHT)
507 adddynamiclight(this.origin, 400, '3 3 3');
508 if(eff & EF_DIMLIGHT)
509 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
510 if((eff & EF_NODRAW) || (this.alpha < 0))
512 if(eff & EF_ADDITIVE)
513 this.renderflags |= RF_ADDITIVE;
515 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
517 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
518 // ignoring EF_NOGUNBOB
519 if(eff & EF_FULLBRIGHT)
520 this.renderflags |= RF_FULLBRIGHT;
522 pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
523 if(eff & EF_STARDUST)
524 pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
525 if(eff & EF_NOSHADOW)
526 this.renderflags |= RF_NOSHADOW;
527 if(eff & EF_NODEPTHTEST)
528 this.renderflags |= RF_DEPTHHACK;
529 // ignoring EF_SELECTABLE
530 if(eff & EF_DOUBLESIDED)
531 this.effects |= EF_DOUBLESIDED;
532 if(eff & EF_NOSELFSHADOW)
533 this.effects |= EF_NOSELFSHADOW;
534 if(eff & EF_DYNAMICMODELLIGHT)
535 this.renderflags |= RF_DYNAMICMODELLIGHT;
536 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
537 if(this.csqcmodel_modelflags & MF_ROCKET)
538 tref = EFFECT_TR_ROCKET.m_id;
539 if(this.csqcmodel_modelflags & MF_GRENADE)
540 tref = EFFECT_TR_GRENADE.m_id;
541 if(this.csqcmodel_modelflags & MF_GIB)
542 tref = EFFECT_TR_BLOOD.m_id;
543 if(this.csqcmodel_modelflags & MF_ROTATE)
545 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
546 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
547 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
548 this.renderflags |= RF_USEAXIS;
549 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
551 if(this.csqcmodel_modelflags & MF_TRACER)
552 tref = EFFECT_TR_WIZSPIKE.m_id;
553 if(this.csqcmodel_modelflags & MF_ZOMGIB)
554 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
555 if(this.csqcmodel_modelflags & MF_TRACER2)
556 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
557 if(this.csqcmodel_modelflags & MF_TRACER3)
558 tref = EFFECT_TR_VORESPIKE.m_id;
560 this.traileffect = tref;
563 Projectile_DrawTrail(this, this.origin);
565 Projectile_ResetTrail(this, this.origin);
567 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
568 this.renderflags |= RF_ADDITIVE;
569 // also special in CSQCPlayer_GlowMod_Apply
571 if(this.csqcmodel_modelflags & MF_ROCKET)
573 if(!this.snd_looping)
575 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
576 this.snd_looping = CH_TRIGGER_SINGLE;
583 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
584 this.snd_looping = 0;
590 .int csqcmodel_predraw_run;
592 .int anim_frame1time;
594 .int anim_frame2time;
596 .int anim_saveframe1time;
597 .int anim_saveframe2;
598 .int anim_saveframe2time;
599 .int anim_prev_pmove_flags;
600 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
602 if(this.csqcmodel_predraw_run == framecount)
604 this.csqcmodel_predraw_run = framecount;
606 if(!this.modelindex || this.model == "null" || this.alpha < 0)
609 if(this.snd_looping > 0)
611 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
612 this.snd_looping = 0;
617 this.drawmask = MASK_NORMAL;
619 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
621 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
622 CSQCPlayer_LOD_Apply(this, true);
626 skeleton_loadinfo(this);
627 bool doblend = (this.bone_upperbody >= 0);
628 CSQCPlayer_FallbackFrame_Apply(this);
631 skeleton_from_frames(this, this.csqcmodel_isdead);
635 free_skeleton_from_frames(this);
636 // just in case, clear these (we're animating in frame and frame3)
643 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
644 skeleton_loadinfo(this);
645 bool doblend = (this.bone_upperbody >= 0);
647 if(this == csqcplayer)
649 if(IS_ONGROUND(this))
651 this.anim_prev_pmove_flags = this.flags;
652 if(this.flags & FL_DUCKED)
653 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
654 else if(this.anim_state & ANIMSTATE_DUCK)
655 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
659 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
660 if(trace_startsolid || trace_fraction < 1)
663 animdecide_load_if_needed(this);
664 animdecide_setimplicitstate(this, onground);
665 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
667 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
668 sf |= CSQCMODEL_PROPERTY_FRAME;
669 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
670 sf |= CSQCMODEL_PROPERTY_FRAME2;
671 this.anim_saveframe = this.anim_frame;
672 this.anim_saveframe1time = this.anim_frame1time;
673 this.anim_saveframe2 = this.anim_frame2;
674 this.anim_saveframe2time = this.anim_frame2time;
675 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
676 // This ensures that .frame etc. are always written.
677 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
678 this.lerpfrac = (doblend ? 0.5 : 0);
679 this.frame = this.anim_frame;
680 this.frame1time = this.anim_frame1time;
681 this.frame2 = this.anim_frame2;
682 this.frame2time = this.anim_frame2time;
683 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
684 CSQCModel_InterpolateAnimation_2To4_Do(this);
687 skeleton_from_frames(this, this.csqcmodel_isdead);
691 free_skeleton_from_frames(this);
692 // just in case, clear these (we're animating in frame and frame3)
699 CSQCPlayer_LOD_Apply(this, false);
701 CSQCModel_AutoTagIndex_Apply(this);
703 CSQCModel_Effects_Apply(this);
706 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
708 // interpolate v_angle
709 this.iflags |= IFLAG_V_ANGLE_X;
710 // revert to values from server
711 CSQCModel_Effects_PreUpdate(this);
712 if((this.isplayermodel & ISPLAYER_MODEL))
715 CSQCPlayer_FallbackFrame_PreUpdate(this);
716 CSQCPlayer_ModelAppearance_PreUpdate(this);
720 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
722 // is it a player model? (shared state)
723 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
724 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
725 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
727 // save values set by server
728 if((this.isplayermodel & ISPLAYER_MODEL))
730 CSQCPlayer_ModelAppearance_PostUpdate(this);
732 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
734 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
736 CSQCModel_Effects_PostUpdate(this);