if (thisdist < shortest)
shortest = thisdist;
}
- if(shortest < mindist)
+ if(shortest > mindist)
prio += SPAWN_PRIO_GOOD_DISTANCE;
spawn_score = prio * '1 0 0' + shortest * '0 1 0';
// to change a cvar default, we'll have a small leak here.
FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
}
- if(strlen(plyermodel) < 4)
- return FallbackPlayerModel;
+ // only in right path
if( substring(plyermodel,0,14) != "models/player/")
return FallbackPlayerModel;
- else if(autocvar_sv_servermodelsonly)
+ // only good file extensions
+ if(substring(plyermodel,-4,4) != ".zym")
+ if(substring(plyermodel,-4,4) != ".dpm")
+ if(substring(plyermodel,-4,4) != ".iqm")
+ if(substring(plyermodel,-4,4) != ".md3")
+ if(substring(plyermodel,-4,4) != ".psk")
+ return FallbackPlayerModel;
+ // forbid the LOD models
+ if(substring(plyermodel, -9,5) == "_lod1")
+ return FallbackPlayerModel;
+ if(substring(plyermodel, -9,5) == "_lod2")
+ return FallbackPlayerModel;
+ if(plyermodel != strtolower(plyermodel))
+ return FallbackPlayerModel;
+ // also, restrict to server models
+ if(autocvar_sv_servermodelsonly)
{
- if(substring(plyermodel,-4,4) != ".zym")
- if(substring(plyermodel,-4,4) != ".dpm")
- if(substring(plyermodel,-4,4) != ".iqm")
- if(substring(plyermodel,-4,4) != ".md3")
- if(substring(plyermodel,-4,4) != ".psk")
- return FallbackPlayerModel;
- // forbid the LOD models
- if(substring(plyermodel, -9,5) == "_lod1")
- return FallbackPlayerModel;
- if(substring(plyermodel, -9,5) == "_lod2")
- return FallbackPlayerModel;
- if(plyermodel != strtolower(plyermodel))
- return FallbackPlayerModel;
if(!fexists(plyermodel))
return FallbackPlayerModel;
}
return plyermodel;
}
-/*
-=============
-Client_customizeentityforclient
-
-LOD reduction
-=============
-*/
-void Client_uncustomizeentityforclient()
-{
- if(self.modelindex == 0) // no need to uncustomize then
- return;
- self.modelindex = self.modelindex_lod0;
- self.skin = self.skinindex;
-}
-
-float Client_customizeentityforclient()
+void setplayermodel(entity e, string modelname)
{
- entity modelsource;
-
- if(self.modelindex == 0)
- return TRUE;
-
- // forcemodel stuff
-
-#ifdef PROFILING
- float t0;
- t0 = gettime(GETTIME_HIRES); // reference
-#endif
-
- modelsource = self;
-
-#ifdef ALLOW_FORCEMODELS
- if(other.cvar_cl_forceplayermodelsfromxonotic)
- if not(self.modelindex_lod0_from_xonotic)
- modelsource = other;
- if(other.cvar_cl_forceplayermodels && sv_clforceplayermodels)
- modelsource = other;
-#endif
-
- self.skin = modelsource.skinindex;
-
-#if 0
- if(modelsource == self)
- self.skin = modelsource.skinindex;
- else
- self.skin = mod(modelsource.skinindex, 3); // forbid the fbskins as forced skins
-#endif
-
- // self: me
- // other: the player viewing me
- float distance;
- float f;
-
- if(other.cvar_cl_playerdetailreduction <= 0)
- {
- if(other.cvar_cl_playerdetailreduction <= -2)
- self.modelindex = modelsource.modelindex_lod2;
- else if(other.cvar_cl_playerdetailreduction <= -1)
- self.modelindex = modelsource.modelindex_lod1;
- else
- self.modelindex = modelsource.modelindex_lod0;
- }
- else
- {
- distance = vlen(self.origin - other.origin);
- f = (distance + 100.0) * other.cvar_cl_playerdetailreduction;
- if(f > sv_loddistance2)
- self.modelindex = modelsource.modelindex_lod2;
- else if(f > sv_loddistance1)
- self.modelindex = modelsource.modelindex_lod1;
- else
- self.modelindex = modelsource.modelindex_lod0;
- }
-
-#ifdef PROFILING
- float t1;
- t1 = gettime(GETTIME_HIRES); // reference
- client_cefc_accumulator += (t1 - t0);
-#endif
-
- return TRUE;
-}
-
-void setmodel_lod(entity e, string modelname)
-{
- string s;
-
- if(sv_loddistance1)
- {
- // FIXME: this only supports 3-letter extensions
- s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
- if(fexists(s))
- {
- setmodel(e, s); // players have high precision
- self.modelindex_lod1 = self.modelindex;
- }
- else
- self.modelindex_lod1 = -1;
-
- s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
- if(fexists(s))
- {
- setmodel(e, s); // players have high precision
- self.modelindex_lod2 = self.modelindex;
- }
- else
- self.modelindex_lod2 = -1;
-
- precache_model(modelname);
- setmodel(e, modelname); // players have high precision
- self.modelindex_lod0 = self.modelindex;
-
- if(self.modelindex_lod1 < 0)
- self.modelindex_lod1 = self.modelindex;
-
- if(self.modelindex_lod2 < 0)
- self.modelindex_lod2 = self.modelindex;
- }
- else
- {
- precache_model(modelname);
- setmodel(e, modelname); // players have high precision
- self.modelindex_lod0 = self.modelindex;
- // save it for possible player model forcing
- }
-
- s = whichpack(self.model);
- self.modelindex_lod0_from_xonotic = ((s == "") || (substring(s, 0, 4) == "data"));
-
+ precache_model(modelname);
+ setmodel(e, modelname);
player_setupanimsformodel();
UpdatePlayerSounds();
}
self.fixangle = TRUE;
self.crouch = FALSE;
- self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
setorigin (self, spot.origin);
- setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
self.prevorigin = self.origin;
self.items = 0;
self.weapons = 0;
self.model = "";
FixPlayermodel();
- self.model = "";
- self.modelindex = 0;
+ setmodel(self, "null");
+ self.drawonlytoclient = self;
+
+ setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
+ self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
+
self.weapon = 0;
self.weaponname = "";
self.switchingweapon = 0;
self.oldvelocity = self.velocity;
self.fire_endtime = -1;
- if(sv_loddistance1)
- SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
-
if(g_arena)
{
if(self.version_mismatch)
{
m1 = self.mins;
m2 = self.maxs;
- setmodel_lod (self, defaultmodel);
+ setplayermodel (self, defaultmodel);
setsize (self, m1, m2);
chmdl = TRUE;
}
- oldskin = self.skinindex;
- self.skinindex = defaultskin;
+ oldskin = self.skin;
+ self.skin = defaultskin;
} else {
if (self.playermodel != self.model || self.playermodel == "")
{
self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
m1 = self.mins;
m2 = self.maxs;
- setmodel_lod (self, self.playermodel);
+ setplayermodel (self, self.playermodel);
setsize (self, m1, m2);
chmdl = TRUE;
}
- oldskin = self.skinindex;
- self.skinindex = stof(self.playerskin);
+ oldskin = self.skin;
+ self.skin = stof(self.playerskin);
}
- if(chmdl || oldskin != self.skinindex)
+ if(chmdl || oldskin != self.skin)
self.species = player_getspecies(); // model or skin has changed
if(!teamplay)
self.effects = EF_FULLBRIGHT;
else
self.effects = 0;
+ self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
self.air_finished = time + 12;
self.dmg = 2;
if(autocvar_g_balance_nex_charge)
WriteByte(MSG_ONE, TE_CSQC_SPAWN);
});
- if(sv_loddistance1)
- SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);
-
self.model = "";
FixPlayermodel();
+ self.drawonlytoclient = world;
self.crouch = FALSE;
self.view_ofs = PL_VIEW_OFS;
self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
}
- if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)
+ if(killtime <= 0 || self.classname != "player" || self.deadflag != DEAD_NO)
{
ClientKill_Now();
}
if(!autocvar_g_campaign)
Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
+ CSQCMODEL_AUTOINIT();
+
self.model_randomizer = random();
}
if(frametime)
{
- if(self.health <= 0 && autocvar_g_deathglow)
- {
- if(self.glowmod_x > 0)
- self.glowmod_x -= autocvar_g_deathglow * frametime;
- else
- self.glowmod_x = -1;
- if(self.glowmod_y > 0)
- self.glowmod_y -= autocvar_g_deathglow * frametime;
- else
- self.glowmod_y = -1;
- if(self.glowmod_z > 0)
- self.glowmod_z -= autocvar_g_deathglow * frametime;
- else
- self.glowmod_z = -1;
- }
- else
+#ifndef NO_LEGACY_NETWORKING
+ self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+#endif
+
+ if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
{
- // set weapon and player glowmod
- self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+ self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
+ if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
{
- self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
-
- if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
- {
- self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- }
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
}
- else
- self.weaponentity_glowmod = self.glowmod;
}
+ else
+ self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+
player_powerups();
}
if(g_race)
dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
*/
+
+ CSQCMODEL_AUTOUPDATE();
}
self.enemy = oldself;
self.lip = oldself.lip;
self.colormap = oldself.colormap;
- self.glowmod = oldself.glowmod;
self.iscreature = oldself.iscreature;
self.damagedbycontents = oldself.damagedbycontents;
self.angles = oldself.angles;
self.classname = "body";
self.damageforcescale = oldself.damageforcescale;
self.effects = oldself.effects;
+ self.glowmod = oldself.glowmod;
self.event_damage = oldself.event_damage;
self.animstate_startframe = oldself.animstate_startframe;
self.animstate_numframes = oldself.animstate_numframes;
self.armortype = oldself.armortype;
self.model = oldself.model;
self.modelindex = oldself.modelindex;
- self.modelindex_lod0 = oldself.modelindex_lod0;
- self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
- self.modelindex_lod1 = oldself.modelindex_lod1;
- self.modelindex_lod2 = oldself.modelindex_lod2;
- self.skinindex = oldself.skinindex;
+ self.skin = oldself.skin;
self.species = oldself.species;
self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
float player_getspecies()
{
float s;
- get_model_parameters(self.model, self.skinindex);
+ get_model_parameters(self.model, self.skin);
s = get_model_parameters_species;
get_model_parameters(string_null, 0);
if(s < 0)
self.anim_backright = animfixfps(self, '21 1 1');
self.anim_backleft = animfixfps(self, '22 1 1');
self.anim_melee = animfixfps(self, '23 1 1');
+ self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
// TODO introspect models for finding right "fps" value (1/duration)
// reset animstate now
setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
}
else if (self.crouch)
{
- if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
+ if (self.movement_x < 0)
+ setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
+ else if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
else
setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
}
.float modelindex_for_playersound;
-.float skinindex_for_playersound;
+.float skin_for_playersound;
void UpdatePlayerSounds()
{
if(self.modelindex == self.modelindex_for_playersound)
- if(self.skinindex == self.skinindex_for_playersound)
+ if(self.skin == self.skin_for_playersound)
return;
self.modelindex_for_playersound = self.modelindex;
- self.skinindex_for_playersound = self.skinindex;
+ self.skin_for_playersound = self.skin;
ClearPlayerSounds();
LoadPlayerSounds("sound/player/default.sounds", 1);
if(!autocvar_g_debug_defaultsounds)
- if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
+ if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
}