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Tweak the cl_deathglow effect to end with a min glow color factor (default value...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
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>
17
18 .float death_time;
19 .int modelflags;
20
21 // FEATURE: LOD
22 .int lodmodelindex0;
23 .int lodmodelindex1;
24 .int lodmodelindex2;
25 void CSQCPlayer_LOD_Apply(entity this)
26 {
27         // LOD model loading
28         if(this.lodmodelindex0 != this.modelindex)
29         {
30                 string modelname = this.model;
31                 string s;
32
33                 vector mi = this.mins;
34                 vector ma = this.maxs;
35
36                 // set modelindex
37                 this.lodmodelindex0 = this.modelindex;
38                 this.lodmodelindex1 = this.modelindex;
39                 this.lodmodelindex2 = this.modelindex;
40
41                 // FIXME: this only supports 3-letter extensions
42                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
43                 if(fexists(s))
44                 {
45                         precache_model(s);
46                         _setmodel(this, s);
47                         if(this.modelindex)
48                                 this.lodmodelindex1 = this.modelindex;
49                 }
50
51                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
52                 if(fexists(s))
53                 {
54                         precache_model(s);
55                         _setmodel(this, s);
56                         if(this.modelindex)
57                                 this.lodmodelindex2 = this.modelindex;
58                 }
59
60                 _setmodel(this, modelname); // make everything normal again
61                 setsize(this, mi, ma);
62         }
63
64         // apply LOD
65         if(autocvar_cl_playerdetailreduction <= 0)
66         {
67                 if(autocvar_cl_playerdetailreduction <= -2)
68                         this.modelindex = this.lodmodelindex2;
69                 else if(autocvar_cl_playerdetailreduction <= -1)
70                         this.modelindex = this.lodmodelindex1;
71                 else
72                         this.modelindex = this.lodmodelindex0;
73         }
74         else
75         {
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;
83                 else
84                         this.modelindex = this.lodmodelindex0;
85         }
86 }
87
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;
93
94 string forceplayermodels_mymodel;
95 bool forceplayermodels_myisgoodmodel;
96 int forceplayermodels_mymodelindex;
97
98 bool forceplayermodels_attempted;
99
100 .string forceplayermodels_savemodel;
101 .int forceplayermodels_savemodelindex;
102 .int forceplayermodels_saveskin;
103 .int forceplayermodels_savecolormap;
104
105 .string forceplayermodels_isgoodmodel_mdl;
106 .bool forceplayermodels_isgoodmodel;
107
108 string forceplayermodels_goodmodel;
109 int forceplayermodels_goodmodelindex;
110
111 .vector glowmod;
112 .vector old_glowmod;
113
114 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
115 {
116         this.model = this.forceplayermodels_savemodel;
117         this.modelindex = this.forceplayermodels_savemodelindex;
118         this.skin = this.forceplayermodels_saveskin;
119         this.colormap = this.forceplayermodels_savecolormap;
120 }
121 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
122 {
123         this.forceplayermodels_savemodel = this.model;
124         this.forceplayermodels_savemodelindex = this.modelindex;
125         this.forceplayermodels_saveskin = this.skin;
126         this.forceplayermodels_savecolormap = this.colormap;
127
128         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
129         {
130                 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
131                 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
132                 if(!this.forceplayermodels_isgoodmodel)
133                         LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
134         }
135 }
136 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
137 {
138         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
139                 goto skipforcemodels;
140
141         // FORCEMODEL
142         // which one is ALWAYS good?
143         if (!forceplayermodels_goodmodel)
144         {
145                 entity e = spawn();
146                 precache_model(cvar_defstring("_cl_playermodel"));
147                 _setmodel(e, cvar_defstring("_cl_playermodel"));
148                 forceplayermodels_goodmodel = e.model;
149                 forceplayermodels_goodmodelindex = e.modelindex;
150                 delete(e);
151         }
152
153         // first, try finding it from the server
154         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
155         {
156                 if(islocalplayer)
157                 {
158                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
159                         {
160                                 // trust server's idea of "own player model"
161                                 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
162                                 forceplayermodels_model = this.forceplayermodels_savemodel;
163                                 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
164                                 forceplayermodels_skin = this.forceplayermodels_saveskin;
165                                 forceplayermodels_attempted = 1;
166                         }
167                 }
168         }
169
170         // forcemodel finding
171         if(!forceplayermodels_attempted)
172         {
173                 forceplayermodels_attempted = 1;
174
175                 // only if this failed, find it out on our own
176                 entity e = spawn();
177                 precache_model(autocvar__cl_playermodel);
178                 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
179                 forceplayermodels_modelisgoodmodel = fexists(e.model);
180                 forceplayermodels_model = e.model;
181                 forceplayermodels_modelindex = e.modelindex;
182                 forceplayermodels_skin = autocvar__cl_playerskin;
183                 delete(e);
184         }
185
186         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
187         {
188                 entity e = spawn();
189                 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
190                 forceplayermodels_myisgoodmodel = fexists(e.model);
191                 forceplayermodels_mymodel = e.model;
192                 forceplayermodels_mymodelindex = e.modelindex;
193                 delete(e);
194         }
195
196         // apply it
197         bool isfriend;
198         int cm;
199         cm = this.forceplayermodels_savecolormap;
200         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
201
202         if(teamplay)
203                 isfriend = (cm == 1024 + 17 * myteam);
204         else
205                 isfriend = islocalplayer;
206
207         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
208         {
209                 this.model = forceplayermodels_mymodel;
210                 this.modelindex = forceplayermodels_mymodelindex;
211                 this.skin = autocvar_cl_forcemyplayerskin;
212         }
213         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
214         {
215                 this.model = forceplayermodels_model;
216                 this.modelindex = forceplayermodels_modelindex;
217                 this.skin = forceplayermodels_skin;
218         }
219         else if(this.forceplayermodels_isgoodmodel)
220         {
221                 this.model = this.forceplayermodels_savemodel;
222                 this.modelindex = this.forceplayermodels_savemodelindex;
223                 this.skin = this.forceplayermodels_saveskin;
224         }
225         else
226         {
227                 this.model = forceplayermodels_goodmodel;
228                 this.modelindex = forceplayermodels_goodmodelindex;
229                 this.skin = this.forceplayermodels_saveskin;
230         }
231
232         // forceplayercolors too
233         if(teamplay)
234         {
235                 // own team's color is never forced
236                 int forcecolor_friend = 0;
237                 int forcecolor_enemy = 0;
238                 entity tm;
239
240                 if(autocvar_cl_forcemyplayercolors)
241                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
242                 if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
243                         forcecolor_enemy = 1024 + autocvar__cl_color;
244
245                 if(forcecolor_enemy && !forcecolor_friend)
246                 {
247                         // only enemy color is forced?
248                         // verify it is not equal to the friend color
249                         if(forcecolor_enemy == 1024 + 17 * myteam)
250                                 forcecolor_enemy = 0;
251                 }
252
253                 if(forcecolor_friend && !forcecolor_enemy)
254                 {
255                         // only friend color is forced?
256                         // verify it is not equal to the enemy color
257                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
258                                 // note: we even compare against our own team.
259                                 // if we rejected because we matched our OWN team color,
260                                 // this is not bad; we then simply keep our color as is
261                                 // anyway.
262                                 if(forcecolor_friend == 1024 + 17 * tm.team)
263                                         forcecolor_friend = 0;
264                 }
265
266                 if(cm == 1024 + 17 * myteam)
267                 {
268                         if(forcecolor_friend)
269                                 this.colormap = forcecolor_friend;
270                 }
271                 else
272                 {
273                         if(forcecolor_enemy)
274                                 this.colormap = forcecolor_enemy;
275                 }
276         }
277         else
278         {
279                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
280                         this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
281                 else if(autocvar_cl_forceplayercolors)
282                         this.colormap = player_localnum + 1;
283         }
284
285         LABEL(skipforcemodels)
286
287         // GLOWMOD AND DEATH FADING
288         if(this.colormap > 0)
289                 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
290         else
291                 this.glowmod = '1 1 1';
292
293         if(autocvar_cl_deathglow > 0)
294         {
295                 if(this.csqcmodel_isdead)
296                 {
297                         // Fade out to black now...
298                         if(this.old_glowmod == '0 0 0') { this.old_glowmod = this.glowmod; }
299
300                         float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
301                         if(this.colormap > 0)
302                                 min_factor /= 2;
303                         float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
304                         this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
305                         if (this.glowmod == '0 0 0')
306                                 this.glowmod.x = 0.000001;
307                 }
308                 else if(this.old_glowmod != '0 0 0') { this.old_glowmod = '0 0 0'; }
309         }
310
311         //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
312 }
313
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;
320 #endif
321 .int csqcmodel_framecount;
322
323 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
324 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
325 {
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;
331 #endif
332 }
333 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
334 {
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;
340 #endif
341
342         // hack for death animations: set their frametime to zero in case a
343         // player "pops in"
344         if(isnew)
345         {
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; \
349 MACRO_END
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);
355 #endif
356         }
357         this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
358 }
359 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
360 {
361         this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
362 }
363 int CSQCPlayer_FallbackFrame(entity this, int f)
364 {
365         TC(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
370         switch(f)
371         {
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
380         }
381         LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
382         return f;
383 }
384 void CSQCPlayer_FallbackFrame_Apply(entity this)
385 {
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);
391 #endif
392 }
393
394 // FEATURE: auto tag_index
395 .entity tag_entity;
396 .int tag_entity_lastmodelindex;
397 .int tag_index;
398 void CSQCModel_AutoTagIndex_Apply(entity this)
399 {
400         if(this.tag_entity && wasfreed(this.tag_entity))
401                 this.tag_entity = NULL;
402
403         MUTATOR_CALLHOOK(TagIndex_Update, this);
404
405         if(this.tag_networkentity)
406         {
407                 // we are ATTACHED!
408                 bool changed = 0;
409                 if(this.tag_entity.entnum != this.tag_networkentity)
410                 {
411                         this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
412                         changed = 1;
413                 }
414
415                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
416                 if(this.tag_entity.classname == "csqcmodel")
417                 {
418                         CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
419                 }
420
421                 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
422                 {
423                         this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
424                         changed = 1;
425                 }
426                 if(changed)
427                 {
428                         if(this.tag_entity)
429                         {
430                                 // the best part is: IT EXISTS
431                                 if(substring(this.model, 0, 14) == "models/weapons")
432                                 {
433                                         if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
434                                         {
435                                                 this.tag_index = gettagindex(this.tag_entity, "weapon");
436                                                 if(!this.tag_index)
437                                                         this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
438                                                 if(!this.tag_index)
439                                                 {
440                                                         // we need to prevent this from 'appening
441                                                         this.tag_entity = NULL;
442                                                         this.drawmask = 0;
443                                                         LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
444                                                 }
445                                         }
446                                         else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
447                                         {
448                                                 skeleton_loadinfo(this.tag_entity);
449                                                 this.tag_index = this.tag_entity.bone_weapon;
450                                         }
451                                 }
452
453                                 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
454                                 {
455                                         this.tag_index = gettagindex(this.tag_entity, "shot");
456                                         if(!this.tag_index)
457                                                 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
458                                 }
459
460                                 MUTATOR_CALLHOOK(TagIndex_Apply, this);
461                         }
462                         else
463                         {
464                                 // damn, see you next frame
465                                 this.drawmask = 0;
466                         }
467                 }
468         }
469 }
470
471 void CSQCModel_Effects_PreUpdate(entity this)
472 {
473         this.effects = this.csqcmodel_effects;
474         this.modelflags = this.csqcmodel_modelflags;
475         this.traileffect = this.csqcmodel_traileffect;
476 }
477 void Reset_ArcBeam();
478 void CSQCModel_Effects_PostUpdate(entity this)
479 {
480         if (this == csqcplayer) {
481                 if (this.csqcmodel_teleported) {
482                         Reset_ArcBeam();
483                 }
484         }
485         this.csqcmodel_effects = this.effects;
486         this.csqcmodel_modelflags = this.modelflags;
487         this.csqcmodel_traileffect = this.traileffect;
488         this.effects = 0;
489         this.modelflags = 0;
490         if(this.csqcmodel_teleported)
491                 Projectile_ResetTrail(this, this.origin);
492 }
493 .int snd_looping;
494 void CSQCModel_Effects_Apply(entity this)
495 {
496         int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
497         int tref = this.csqcmodel_traileffect;
498
499         this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
500         this.effects = 0;
501         this.traileffect = 0;
502
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))
511                 this.drawmask = 0;
512         if(eff & EF_ADDITIVE)
513                 this.renderflags |= RF_ADDITIVE;
514         if(eff & EF_BLUE)
515                 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
516         if(eff & EF_RED)
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;
521         if(eff & EF_FLAME)
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)
544         {
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));
550         }
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;
559
560         this.traileffect = tref;
561
562         if(this.drawmask)
563                 Projectile_DrawTrail(this, this.origin);
564         else
565                 Projectile_ResetTrail(this, this.origin);
566
567         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
568                 this.renderflags |= RF_ADDITIVE;
569                 // also special in CSQCPlayer_GlowMod_Apply
570
571         if(this.csqcmodel_modelflags & MF_ROCKET)
572         {
573                 if(!this.snd_looping)
574                 {
575                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
576                         this.snd_looping = CH_TRIGGER_SINGLE;
577                 }
578         }
579         else
580         {
581                 if(this.snd_looping)
582                 {
583                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
584                         this.snd_looping = 0;
585                 }
586         }
587 }
588
589 // general functions
590 .int csqcmodel_predraw_run;
591 .int anim_frame;
592 .int anim_frame1time;
593 .int anim_frame2;
594 .int anim_frame2time;
595 .int anim_saveframe;
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)
601 {
602         if(this.csqcmodel_predraw_run == framecount)
603                 return;
604         this.csqcmodel_predraw_run = framecount;
605
606         if(!this.modelindex || this.model == "null" || this.alpha < 0)
607         {
608                 this.drawmask = 0;
609                 if(this.snd_looping > 0)
610                 {
611                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
612                         this.snd_looping = 0;
613                 }
614                 return;
615         }
616         else
617                 this.drawmask = MASK_NORMAL;
618
619         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
620         {
621                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
622                 CSQCPlayer_LOD_Apply(this);
623
624                 if(!isplayer)
625                 {
626                         skeleton_loadinfo(this);
627                         bool doblend = (this.bone_upperbody >= 0);
628                         CSQCPlayer_FallbackFrame_Apply(this);
629                         if(doblend)
630                         {
631                                 skeleton_from_frames(this, this.csqcmodel_isdead);
632                         }
633                         else
634                         {
635                                 free_skeleton_from_frames(this);
636                                 // just in case, clear these (we're animating in frame and frame3)
637                                 this.lerpfrac = 0;
638                                 this.lerpfrac4 = 0;
639                         }
640                 }
641                 else
642                 {
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);
646                         bool onground = 0;
647                         if(this == csqcplayer)
648                         {
649                                 if(IS_ONGROUND(this))
650                                         onground = 1;
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);
656                         }
657                         else
658                         {
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)
661                                         onground = 1;
662                         }
663                         animdecide_load_if_needed(this);
664                         animdecide_setimplicitstate(this, onground);
665                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
666                         int sf = 0;
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);
685                         if(doblend)
686                         {
687                                 skeleton_from_frames(this, this.csqcmodel_isdead);
688                         }
689                         else
690                         {
691                                 free_skeleton_from_frames(this);
692                                 // just in case, clear these (we're animating in frame and frame3)
693                                 this.lerpfrac = 0;
694                                 this.lerpfrac4 = 0;
695                         }
696                 }
697         }
698
699         CSQCModel_AutoTagIndex_Apply(this);
700
701         CSQCModel_Effects_Apply(this);
702 }
703
704 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
705 {
706         // interpolate v_angle
707         this.iflags |= IFLAG_V_ANGLE_X;
708         // revert to values from server
709         CSQCModel_Effects_PreUpdate(this);
710         if((this.isplayermodel & ISPLAYER_MODEL))
711         {
712                 if(!isplayer)
713                         CSQCPlayer_FallbackFrame_PreUpdate(this);
714                 CSQCPlayer_ModelAppearance_PreUpdate(this);
715         }
716 }
717
718 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
719 {
720         // is it a player model? (shared state)
721         bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
722                                                         (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
723         this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
724
725         // save values set by server
726         if((this.isplayermodel & ISPLAYER_MODEL))
727         {
728                 CSQCPlayer_ModelAppearance_PostUpdate(this);
729                 if(isplayer)
730                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
731                 else
732                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
733         }
734         CSQCModel_Effects_PostUpdate(this);
735 }