.vector glowmod; .float lodmodelindex0; .float lodmodelindex1; .float lodmodelindex2; .entity tag_entity; .float tag_index; void CSQCModel_Hook_PreDraw(float isplayer) { // auto glowmod from colormap self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? (self.colormap & 0xFF) : stof(getplayerkeyvalue(self.entnum - 1, "colors"))), TRUE) * 2; if(self.modelindex != 0) { // LOD if(self.lodmodelindex0 != self.modelindex) { string modelname = self.model; string s; // set modelindex self.lodmodelindex0 = self.modelindex; self.lodmodelindex1 = self.modelindex; self.lodmodelindex2 = self.modelindex; // FIXME: this only supports 3-letter extensions s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4)); if(fexists(s)) { precache_model(s); setmodel(self, s); if(self.modelindex > 0) self.lodmodelindex1 = self.modelindex; } s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4)); if(fexists(s)) { precache_model(s); setmodel(self, s); if(self.modelindex > 0) self.lodmodelindex2 = self.modelindex; } setmodel(self, modelname); // make everything normal again } if(autocvar_cl_playerdetailreduction <= 0) { if(autocvar_cl_playerdetailreduction <= -2) self.modelindex = self.lodmodelindex2; else if(autocvar_cl_playerdetailreduction <= -1) self.modelindex = self.lodmodelindex1; else self.modelindex = self.lodmodelindex0; } else { float distance = vlen(self.origin - other.origin); float f = (distance + 100.0) * autocvar_cl_playerdetailreduction; f *= 1.0 / bound(0.01, view_quality, 1); if(f > autocvar_cl_loddistance2) self.modelindex = self.lodmodelindex2; else if(f > autocvar_cl_loddistance1) self.modelindex = self.lodmodelindex1; else self.modelindex = self.lodmodelindex0; } } if(!isplayer) { if(self.tag_entity && wasfreed(self.tag_entity)) self.tag_entity = world; if(self.tag_networkentity) { // we are ATTACHED! if(self.tag_entity.entnum == self.tag_networkentity) { // already good self.drawmask = MASK_NORMAL; } else { // to something NEW NEW NEW NEW! self.tag_entity = findfloat(world, entnum, self.tag_networkentity); if(self.tag_entity) { // the best part is: IT EXISTS self.drawmask = MASK_NORMAL; if(substring(self.model, 0, 17) == "models/weapons/v_") if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_") { self.tag_index = gettagindex(self.tag_entity, "weapon"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "tag_weapon"); if(!self.tag_index) { // we need to prevent this from 'appening self.tag_entity = world; self.drawmask = 0; dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n"); } } if(substring(self.model, 0, 17) == "models/weapons/v_") if(substring(self.tag_entity.model, 0, 14) == "models/player/") { self.tag_index = gettagindex(self.tag_entity, "tag_weapon"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "bip01 r hand"); } if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_") { self.tag_index = gettagindex(self.tag_entity, "shot"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "tag_shot"); } } else { // damn, see you next frame self.drawmask = 0; } } } else { // no brain no pain self.drawmask = MASK_NORMAL; } } }