1 void CSQCModel_Hook_PreDraw();
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
18 self.lodmodelindex0 = self.modelindex;
19 self.lodmodelindex1 = self.modelindex;
20 self.lodmodelindex2 = self.modelindex;
22 // FIXME: this only supports 3-letter extensions
23 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
29 self.lodmodelindex1 = self.modelindex;
32 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
38 self.lodmodelindex2 = self.modelindex;
41 setmodel(self, modelname); // make everything normal again
45 if(autocvar_cl_playerdetailreduction <= 0)
47 if(autocvar_cl_playerdetailreduction <= -2)
48 self.modelindex = self.lodmodelindex2;
49 else if(autocvar_cl_playerdetailreduction <= -1)
50 self.modelindex = self.lodmodelindex1;
52 self.modelindex = self.lodmodelindex0;
56 float distance = vlen(self.origin - other.origin);
57 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
58 f *= 1.0 / bound(0.01, view_quality, 1);
59 if(f > autocvar_cl_loddistance2)
60 self.modelindex = self.lodmodelindex2;
61 else if(f > autocvar_cl_loddistance1)
62 self.modelindex = self.lodmodelindex1;
64 self.modelindex = self.lodmodelindex0;
68 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
69 string forceplayermodels_model;
70 float forceplayermodels_modelisgoodmodel;
71 float forceplayermodels_modelindex;
72 float forceplayermodels_skin;
74 string forceplayermodels_mymodel;
75 float forceplayermodels_myisgoodmodel;
76 float forceplayermodels_mymodelindex;
78 float forceplayermodels_attempted;
80 .string forceplayermodels_savemodel;
81 .float forceplayermodels_savemodelindex;
82 .float forceplayermodels_saveskin;
83 .float forceplayermodels_savecolormap;
85 .string forceplayermodels_isgoodmodel_mdl;
86 .float forceplayermodels_isgoodmodel;
88 string forceplayermodels_goodmodel;
89 float forceplayermodels_goodmodelindex;
91 void CSQCPlayer_ForceModel_PreUpdate(void)
93 self.model = self.forceplayermodels_savemodel;
94 self.modelindex = self.forceplayermodels_savemodelindex;
95 self.skin = self.forceplayermodels_saveskin;
96 self.colormap = self.forceplayermodels_savecolormap;
98 void CSQCPlayer_ForceModel_PostUpdate(void)
100 self.forceplayermodels_savemodel = self.model;
101 self.forceplayermodels_savemodelindex = self.modelindex;
102 self.forceplayermodels_saveskin = self.skin;
103 self.forceplayermodels_savecolormap = self.colormap;
105 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
107 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
108 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
109 if(!self.forceplayermodels_isgoodmodel)
110 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
113 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
115 // which one is ALWAYS good?
116 if not(forceplayermodels_goodmodel)
120 setmodel(e, cvar_defstring("_cl_playermodel"));
121 forceplayermodels_goodmodel = e.model;
122 forceplayermodels_goodmodelindex = e.modelindex;
126 // first, try finding it from the server
127 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
131 // trust server's idea of "own player model"
132 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
133 forceplayermodels_model = self.forceplayermodels_savemodel;
134 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
135 forceplayermodels_skin = self.forceplayermodels_saveskin;
136 forceplayermodels_attempted = 1;
140 // forcemodel finding
141 if(!forceplayermodels_attempted)
143 forceplayermodels_attempted = 1;
145 // only if this failed, find it out on our own
148 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
149 forceplayermodels_modelisgoodmodel = fexists(e.model);
150 forceplayermodels_model = e.model;
151 forceplayermodels_modelindex = e.modelindex;
152 forceplayermodels_skin = autocvar__cl_playerskin;
156 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
160 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
161 forceplayermodels_myisgoodmodel = fexists(e.model);
162 forceplayermodels_mymodel = e.model;
163 forceplayermodels_mymodelindex = e.modelindex;
168 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
170 self.model = forceplayermodels_mymodel;
171 self.modelindex = forceplayermodels_mymodelindex;
172 self.skin = autocvar_cl_forcemyplayerskin;
174 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
176 self.model = forceplayermodels_model;
177 self.modelindex = forceplayermodels_modelindex;
178 self.skin = forceplayermodels_skin;
180 else if(self.forceplayermodels_isgoodmodel)
182 self.model = self.forceplayermodels_savemodel;
183 self.modelindex = self.forceplayermodels_savemodelindex;
184 self.skin = self.forceplayermodels_saveskin;
188 self.model = forceplayermodels_goodmodel;
189 self.modelindex = forceplayermodels_goodmodelindex;
190 self.skin = self.forceplayermodels_saveskin;
193 // forceplayercolors too
196 if(autocvar_cl_forcemyplayercolors && islocalplayer)
197 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
198 else if(autocvar_cl_forceplayercolors)
199 self.colormap = player_localnum + 1;
203 // FEATURE: fallback frames
204 .float csqcmodel_saveframe;
205 .float csqcmodel_saveframe2;
206 .float csqcmodel_saveframe3;
207 .float csqcmodel_saveframe4;
208 .float csqcmodel_framecount;
210 .float csqcmodel_isdead; // for utility code
211 .float csqcmodel_deathtime; // for utility code
213 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
214 void CSQCPlayer_FallbackFrame_PreUpdate(void)
216 self.frame = self.csqcmodel_saveframe;
217 self.frame2 = self.csqcmodel_saveframe2;
218 self.frame3 = self.csqcmodel_saveframe3;
219 self.frame4 = self.csqcmodel_saveframe4;
221 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
223 self.csqcmodel_saveframe = self.frame;
224 self.csqcmodel_saveframe2 = self.frame2;
225 self.csqcmodel_saveframe3 = self.frame3;
226 self.csqcmodel_saveframe4 = self.frame4;
228 // hack for death animations: set their frametime to zero in case a
232 #define FIX_FRAMETIME(f,ft) \
233 if(IS_DEAD_FRAME(self.f)) \
237 FIX_FRAMETIME(frame, frame1time)
238 FIX_FRAMETIME(frame2, frame2time)
239 FIX_FRAMETIME(frame3, frame3time)
240 FIX_FRAMETIME(frame4, frame4time)
242 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
243 if(self.csqcmodel_isdead)
244 self.csqcmodel_deathtime = self.frame1time;
246 float CSQCPlayer_FallbackFrame(float f)
248 if(frameduration(self.modelindex, f) > 0)
249 return f; // goooooood
252 case 23: return 11; // anim_melee -> anim_shoot
253 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
254 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
255 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
256 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
257 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
258 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
259 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
261 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
264 void CSQCPlayer_FallbackFrame_Apply(void)
266 self.frame = CSQCPlayer_FallbackFrame(self.frame);
267 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
268 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
269 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
272 // FEATURE: auto glowmod
274 void CSQCPlayer_GlowMod_Apply(void)
276 if(self.colormap > 0)
277 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
279 self.glowmod = '1 1 1';
282 // FEATURE: auto tag_index
284 .float tag_entity_lastmodelindex;
286 void CSQCModel_AutoTagIndex_Apply(void)
288 if(self.tag_entity && wasfreed(self.tag_entity))
289 self.tag_entity = world;
291 if(self.tag_networkentity)
295 if(self.tag_entity.entnum != self.tag_networkentity)
297 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
301 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
303 entity oldself = self;
304 self = self.tag_entity;
305 CSQCModel_Hook_PreDraw();
309 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
311 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
318 // the best part is: IT EXISTS
319 if(substring(self.model, 0, 17) == "models/weapons/v_")
320 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
322 self.tag_index = gettagindex(self.tag_entity, "weapon");
324 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
327 // we need to prevent this from 'appening
328 self.tag_entity = world;
330 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
334 if(substring(self.model, 0, 17) == "models/weapons/v_")
335 if(substring(self.tag_entity.model, 0, 14) == "models/player/")
337 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
339 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
342 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
344 self.tag_index = gettagindex(self.tag_entity, "shot");
346 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
351 // damn, see you next frame
358 // FEATURE: EF_NODRAW workalike
359 float EF_BRIGHTFIELD = 1;
360 float EF_BRIGHTLIGHT = 4;
361 float EF_DIMLIGHT = 8;
362 float EF_DOUBLESIDED = 32768;
363 float EF_NOSELFSHADOW = 65536;
364 float EF_DYNAMICMODELLIGHT = 131072;
365 float MF_ROCKET = 1; // leave a trail
366 float MF_GRENADE = 2; // leave a trail
367 float MF_GIB = 4; // leave a trail
368 float MF_ROTATE = 8; // rotate (bonus items)
369 float MF_TRACER = 16; // green split trail
370 float MF_ZOMGIB = 32; // small blood trail
371 float MF_TRACER2 = 64; // orange split trail
372 float MF_TRACER3 = 128; // purple trail
373 .float csqcmodel_effects;
374 .float csqcmodel_modelflags;
375 void CSQCModel_Effects_PreUpdate(void)
377 self.effects = self.csqcmodel_effects;
378 self.modelflags = self.csqcmodel_modelflags;
380 void CSQCModel_Effects_PostUpdate(void)
382 self.csqcmodel_effects = self.effects;
383 self.csqcmodel_modelflags = self.modelflags;
386 if(self.csqcmodel_teleported)
387 Projectile_ResetTrail(self.origin);
389 void CSQCModel_Effects_Apply(void)
391 float eff = self.csqcmodel_effects;
392 eff &~= CSQCMODEL_EF_INVISIBLE;
394 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
396 self.traileffect = 0;
398 if(eff & EF_BRIGHTFIELD)
399 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
400 // ignoring EF_MUZZLEFLASH
401 if(eff & EF_BRIGHTLIGHT)
402 adddynamiclight(self.origin, 400, '3 3 3');
403 if(eff & EF_DIMLIGHT)
404 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
405 if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
407 if(eff & EF_ADDITIVE)
408 self.renderflags |= RF_ADDITIVE;
410 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
412 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
413 // ignoring EF_NOGUNBOB
414 if(eff & EF_FULLBRIGHT)
415 self.renderflags |= RF_FULLBRIGHT;
417 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
418 if(eff & EF_STARDUST)
419 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
420 if(eff & EF_NOSHADOW)
421 self.renderflags |= RF_NOSHADOW;
422 if(eff & EF_NODEPTHTEST)
423 self.renderflags |= RF_DEPTHHACK;
424 // ignoring EF_SELECTABLE
425 if(eff & EF_DOUBLESIDED)
426 self.effects |= EF_DOUBLESIDED;
427 if(eff & EF_NOSELFSHADOW)
428 self.effects |= EF_NOSELFSHADOW;
429 if(eff & EF_DYNAMICMODELLIGHT)
430 self.renderflags |= RF_DYNAMICMODELLIGHT;
431 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
432 if(self.csqcmodel_modelflags & MF_ROCKET)
433 self.traileffect = particleeffectnum("TR_ROCKET");
434 if(self.csqcmodel_modelflags & MF_GRENADE)
435 self.traileffect = particleeffectnum("TR_GRENADE");
436 if(self.csqcmodel_modelflags & MF_GIB)
437 self.traileffect = particleeffectnum("TR_BLOOD");
438 if(self.csqcmodel_modelflags & MF_ROTATE)
440 self.renderflags |= RF_USEAXIS;
441 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
443 if(self.csqcmodel_modelflags & MF_TRACER)
444 self.traileffect = particleeffectnum("TR_WIZSPIKE");
445 if(self.csqcmodel_modelflags & MF_ZOMGIB)
446 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
447 if(self.csqcmodel_modelflags & MF_TRACER2)
448 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
449 if(self.csqcmodel_modelflags & MF_TRACER3)
450 self.traileffect = particleeffectnum("TR_VORESPIKE");
453 Projectile_DrawTrail(self.origin);
455 Projectile_ResetTrail(self.origin);
459 .float csqcmodel_predraw_run;
460 void CSQCModel_Hook_PreDraw()
462 if(self.csqcmodel_predraw_run == framecount)
464 self.csqcmodel_predraw_run = framecount;
466 if(!self.modelindex || self.model == "null")
472 self.drawmask = MASK_NORMAL;
474 if(self.isplayermodel) // this checks if it's a player MODEL!
476 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
477 CSQCPlayer_GlowMod_Apply();
478 CSQCPlayer_LOD_Apply();
479 CSQCPlayer_FallbackFrame_Apply();
482 CSQCModel_AutoTagIndex_Apply();
484 CSQCModel_Effects_Apply();
487 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
489 // revert to values from server
490 CSQCModel_Effects_PreUpdate();
491 if(self.isplayermodel)
493 CSQCPlayer_FallbackFrame_PreUpdate();
494 CSQCPlayer_ForceModel_PreUpdate();
498 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
500 // is it a player model? (shared state)
501 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
503 // save values set by server
504 if(self.isplayermodel)
506 CSQCPlayer_ForceModel_PostUpdate();
507 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
509 CSQCModel_Effects_PostUpdate();