7 void CSQCPlayer_LOD_Apply(void)
10 if(self.lodmodelindex0 != self.modelindex)
12 string modelname = self.model;
15 if(!fexists(modelname))
17 print(sprintf(_("Trying to use non existing model %s. "), modelname));
18 modelname = cvar_defstring("_cl_playermodel");
19 print(sprintf(_("Reverted to %s.\n"), modelname));
23 self.lodmodelindex0 = self.modelindex;
24 self.lodmodelindex1 = self.modelindex;
25 self.lodmodelindex2 = self.modelindex;
27 // FIXME: this only supports 3-letter extensions
28 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
34 self.lodmodelindex1 = self.modelindex;
37 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
43 self.lodmodelindex2 = self.modelindex;
46 setmodel(self, modelname); // make everything normal again
50 if(autocvar_cl_playerdetailreduction <= 0)
52 if(autocvar_cl_playerdetailreduction <= -2)
53 self.modelindex = self.lodmodelindex2;
54 else if(autocvar_cl_playerdetailreduction <= -1)
55 self.modelindex = self.lodmodelindex1;
57 self.modelindex = self.lodmodelindex0;
61 float distance = vlen(self.origin - other.origin);
62 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
63 f *= 1.0 / bound(0.01, view_quality, 1);
64 if(f > autocvar_cl_loddistance2)
65 self.modelindex = self.lodmodelindex2;
66 else if(f > autocvar_cl_loddistance1)
67 self.modelindex = self.lodmodelindex1;
69 self.modelindex = self.lodmodelindex0;
73 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
74 string forceplayermodels_model;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
77 float forceplayermodels_attempted;
78 .string forceplayermodels_savemodel;
79 .float forceplayermodels_savemodelindex;
80 .float forceplayermodels_saveskin;
81 .float forceplayermodels_savecolormap;
82 void CSQCPlayer_ForceModel_PreUpdate(void)
84 self.model = self.forceplayermodels_savemodel;
85 self.modelindex = self.forceplayermodels_savemodelindex;
86 self.skin = self.forceplayermodels_saveskin;
87 self.colormap = self.forceplayermodels_savecolormap;
89 void CSQCPlayer_ForceModel_PostUpdate(void)
91 self.forceplayermodels_savemodel = self.model;
92 self.forceplayermodels_savemodelindex = self.modelindex;
93 self.forceplayermodels_saveskin = self.skin;
94 self.forceplayermodels_savecolormap = self.colormap;
96 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
98 // first, try finding it from the server
100 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
104 // trust server's idea of "own player model"
105 forceplayermodels_model = self.model;
106 forceplayermodels_modelindex = self.modelindex;
107 forceplayermodels_skin = self.skin;
108 forceplayermodels_attempted = 1;
112 // forcemodel finding
113 if(!forceplayermodels_attempted)
115 // only if this failed, find it out on our own
118 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
119 forceplayermodels_model = e.model;
120 forceplayermodels_modelindex = e.modelindex;
121 forceplayermodels_skin = autocvar__cl_playerskin;
122 forceplayermodels_attempted = 1;
127 if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
129 self.model = forceplayermodels_model;
130 self.modelindex = forceplayermodels_modelindex;
131 self.skin = forceplayermodels_skin;
135 self.model = self.forceplayermodels_savemodel;
136 self.modelindex = self.forceplayermodels_savemodelindex;
137 self.skin = self.forceplayermodels_saveskin;
140 // forceplayercolors too
142 if(autocvar_cl_forceplayercolors)
143 self.colormap = player_localnum + 1;
146 // FEATURE: fallback frames
147 .float csqcmodel_saveframe;
148 .float csqcmodel_saveframe2;
149 .float csqcmodel_saveframe3;
150 .float csqcmodel_saveframe4;
151 .float csqcmodel_framecount;
152 void CSQCPlayer_FallbackFrame_PreUpdate(void)
154 self.frame = self.csqcmodel_saveframe;
155 self.frame2 = self.csqcmodel_saveframe2;
156 self.frame3 = self.csqcmodel_saveframe3;
157 self.frame4 = self.csqcmodel_saveframe4;
159 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
161 self.csqcmodel_saveframe = self.frame;
162 self.csqcmodel_saveframe2 = self.frame2;
163 self.csqcmodel_saveframe3 = self.frame3;
164 self.csqcmodel_saveframe4 = self.frame4;
166 // hack for death animations: set their frametime to zero in case a
170 #define FIX_FRAMETIME(f,ft) \
178 FIX_FRAMETIME(frame, frame1time)
179 FIX_FRAMETIME(frame2, frame2time)
180 FIX_FRAMETIME(frame3, frame3time)
181 FIX_FRAMETIME(frame4, frame4time)
184 float CSQCPlayer_FallbackFrame(float f)
186 if(frameduration(self.modelindex, f) > 0)
187 return f; // goooooood
190 case 23: return 11; // anim_melee -> anim_shoot
191 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
192 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
193 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
194 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
195 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
196 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
197 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
199 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
202 void CSQCPlayer_FallbackFrame_Apply(void)
204 self.frame = CSQCPlayer_FallbackFrame(self.frame);
205 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
206 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
207 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
210 // FEATURE: auto glowmod
212 void CSQCPlayer_GlowMod_Apply(void)
214 if(self.colormap > 0)
215 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
217 self.glowmod = '1 1 1';
220 // FEATURE: auto tag_index
222 .float tag_entity_lastmodelindex;
224 void CSQCModel_AutoTagIndex_Apply(void)
226 if(self.tag_entity && wasfreed(self.tag_entity))
227 self.tag_entity = world;
229 if(self.tag_networkentity)
233 if(self.tag_entity.entnum != self.tag_networkentity)
235 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
238 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
240 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
247 // the best part is: IT EXISTS
248 if(substring(self.model, 0, 17) == "models/weapons/v_")
249 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
251 self.tag_index = gettagindex(self.tag_entity, "weapon");
253 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
256 // we need to prevent this from 'appening
257 self.tag_entity = world;
259 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
263 if(substring(self.model, 0, 17) == "models/weapons/v_")
264 if(substring(self.tag_entity.model, 0, 14) == "models/player/")
266 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
268 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
271 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
273 self.tag_index = gettagindex(self.tag_entity, "shot");
275 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
280 // damn, see you next frame
287 // FEATURE: EF_NODRAW workalike
288 float EF_BRIGHTFIELD = 1;
289 float EF_BRIGHTLIGHT = 4;
290 float EF_DIMLIGHT = 8;
291 float EF_DOUBLESIDED = 32768;
292 float EF_NOSELFSHADOW = 65536;
293 float EF_DYNAMICMODELLIGHT = 131072;
294 float MF_ROCKET = 1; // leave a trail
295 float MF_GRENADE = 2; // leave a trail
296 float MF_GIB = 4; // leave a trail
297 float MF_ROTATE = 8; // rotate (bonus items)
298 float MF_TRACER = 16; // green split trail
299 float MF_ZOMGIB = 32; // small blood trail
300 float MF_TRACER2 = 64; // orange split trail
301 float MF_TRACER3 = 128; // purple trail
302 .float csqcmodel_effects;
303 .float csqcmodel_modelflags;
304 void CSQCModel_Effects_PreUpdate(void)
306 self.effects = self.csqcmodel_effects;
307 self.modelflags = self.csqcmodel_modelflags;
309 void CSQCModel_Effects_PostUpdate(void)
311 self.csqcmodel_effects = self.effects;
312 self.csqcmodel_modelflags = self.modelflags;
315 if(self.csqcmodel_teleported)
316 Projectile_ResetTrail(self.origin);
318 void CSQCModel_Effects_Apply(void)
320 float eff = self.csqcmodel_effects;
321 eff &~= CSQCMODEL_EF_INVISIBLE;
323 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
325 self.traileffect = 0;
327 if(eff & EF_BRIGHTFIELD)
328 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
329 // ignoring EF_MUZZLEFLASH
330 if(eff & EF_BRIGHTLIGHT)
331 adddynamiclight(self.origin, 400, '3 3 3');
332 if(eff & EF_DIMLIGHT)
333 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
334 if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
336 if(eff & EF_ADDITIVE)
337 self.renderflags |= RF_ADDITIVE;
339 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
341 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
342 // ignoring EF_NOGUNBOB
343 if(eff & EF_FULLBRIGHT)
344 self.renderflags |= RF_FULLBRIGHT;
346 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
347 if(eff & EF_STARDUST)
348 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
349 if(eff & EF_NOSHADOW)
350 self.renderflags |= RF_NOSHADOW;
351 if(eff & EF_NODEPTHTEST)
352 self.renderflags |= RF_DEPTHHACK;
353 // ignoring EF_SELECTABLE
354 if(eff & EF_DOUBLESIDED)
355 self.effects |= EF_DOUBLESIDED;
356 if(eff & EF_NOSELFSHADOW)
357 self.effects |= EF_NOSELFSHADOW;
358 if(eff & EF_DYNAMICMODELLIGHT)
359 self.renderflags |= RF_DYNAMICMODELLIGHT;
360 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
361 if(self.csqcmodel_modelflags & MF_ROCKET)
362 self.traileffect = particleeffectnum("TR_ROCKET");
363 if(self.csqcmodel_modelflags & MF_GRENADE)
364 self.traileffect = particleeffectnum("TR_GRENADE");
365 if(self.csqcmodel_modelflags & MF_GIB)
366 self.traileffect = particleeffectnum("TR_BLOOD");
367 if(self.csqcmodel_modelflags & MF_ROTATE)
369 self.renderflags |= RF_USEAXIS;
370 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
372 if(self.csqcmodel_modelflags & MF_TRACER)
373 self.traileffect = particleeffectnum("TR_WIZSPIKE");
374 if(self.csqcmodel_modelflags & MF_ZOMGIB)
375 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
376 if(self.csqcmodel_modelflags & MF_TRACER2)
377 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
378 if(self.csqcmodel_modelflags & MF_TRACER3)
379 self.traileffect = particleeffectnum("TR_VORESPIKE");
382 Projectile_DrawTrail(self.origin);
384 Projectile_ResetTrail(self.origin);
388 void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
390 if(!self.modelindex || self.model == "null")
396 self.drawmask = MASK_NORMAL;
398 if(self.isplayermodel) // this checks if it's a player MODEL!
400 CSQCPlayer_GlowMod_Apply();
401 CSQCPlayer_ForceModel_Apply(islocalplayer);
402 CSQCPlayer_LOD_Apply();
403 CSQCPlayer_FallbackFrame_Apply();
406 if(!isplayer) // this checks if it's a player SLOT!
407 CSQCModel_AutoTagIndex_Apply();
409 CSQCModel_Effects_Apply();
412 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
414 // revert to values from server
415 CSQCModel_Effects_PreUpdate();
416 if(self.isplayermodel)
418 CSQCPlayer_FallbackFrame_PreUpdate();
419 CSQCPlayer_ForceModel_PreUpdate();
423 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
425 // is it a player model? (shared state)
426 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
428 // save values set by server
429 if(self.isplayermodel)
431 CSQCPlayer_ForceModel_PostUpdate();
432 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
434 CSQCModel_Effects_PostUpdate();