-void CSQCModel_Hook_PreDraw();
+void CSQCModel_Hook_PreDraw(float isplayer);
.float isplayermodel;
string modelname = self.model;
string s;
+ vector mi = self.mins;
+ vector ma = self.maxs;
+
// set modelindex
self.lodmodelindex0 = self.modelindex;
self.lodmodelindex1 = self.modelindex;
}
setmodel(self, modelname); // make everything normal again
+ setsize(self, mi, ma);
}
// apply LOD
}
else
{
- float distance = vlen(self.origin - other.origin);
- float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
+ float distance = vlen(self.origin - view_origin);
+ float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
f *= 1.0 / bound(0.01, view_quality, 1);
if(f > autocvar_cl_loddistance2)
self.modelindex = self.lodmodelindex2;
{
entity e;
e = spawn();
+ precache_model(cvar_defstring("_cl_playermodel"));
setmodel(e, cvar_defstring("_cl_playermodel"));
forceplayermodels_goodmodel = e.model;
forceplayermodels_goodmodelindex = e.modelindex;
{
if(islocalplayer)
{
- // trust server's idea of "own player model"
- forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
- forceplayermodels_model = self.forceplayermodels_savemodel;
- forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
- forceplayermodels_skin = self.forceplayermodels_saveskin;
- forceplayermodels_attempted = 1;
+ if(!isdemo()) // this is mainly cheat protection; not needed for demos
+ {
+ // trust server's idea of "own player model"
+ forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
+ forceplayermodels_model = self.forceplayermodels_savemodel;
+ forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
+ forceplayermodels_skin = self.forceplayermodels_saveskin;
+ forceplayermodels_attempted = 1;
+ }
}
}
}
// apply it
- if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && self.entnum == player_localnum + 1)
+ float isfriend;
+ float cm;
+ cm = self.forceplayermodels_savecolormap;
+ cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+
+ if(teamplay)
+ isfriend = (cm == 1024 + 17 * myteam);
+ else
+ isfriend = islocalplayer;
+
+ if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
{
self.model = forceplayermodels_mymodel;
self.modelindex = forceplayermodels_mymodelindex;
}
// forceplayercolors too
- if(!teamplay)
+ if(teamplay)
+ {
+ // own team's color is never forced
+ float forcecolor_friend = 0;
+ float forcecolor_enemy = 0;
+ float teams_count = 0;
+ entity tm;
+
+ for(tm = teams.sort_next; tm; tm = tm.sort_next)
+ if(tm.team != COLOR_SPECTATOR)
+ ++teams_count;
+
+ if(autocvar_cl_forcemyplayercolors)
+ forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
+ if(autocvar_cl_forceplayercolors && teams_count == 2)
+ forcecolor_enemy = 1024 + autocvar__cl_color;
+
+ if(forcecolor_enemy && !forcecolor_friend)
+ {
+ // only enemy color is forced?
+ // verify it is not equal to the friend color
+ if(forcecolor_enemy == 1024 + 17 * myteam)
+ forcecolor_enemy = 0;
+ }
+
+ if(forcecolor_friend && !forcecolor_enemy)
+ {
+ // only friend color is forced?
+ // verify it is not equal to the enemy color
+ for(tm = teams.sort_next; tm; tm = tm.sort_next)
+ // note: we even compare against our own team.
+ // if we rejected because we matched our OWN team color,
+ // this is not bad; we then simply keep our color as is
+ // anyway.
+ if(forcecolor_friend == 1024 + 17 * tm.team)
+ forcecolor_friend = 0;
+ }
+
+ if(cm == 1024 + 17 * myteam)
+ {
+ if(forcecolor_friend)
+ self.colormap = forcecolor_friend;
+ }
+ else
+ {
+ if(forcecolor_enemy)
+ self.colormap = forcecolor_enemy;
+ }
+ }
+ else
{
- if(autocvar_cl_forcemyplayercolors && self.entnum == player_localnum + 1)
+ if(autocvar_cl_forcemyplayercolors && islocalplayer)
self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
else if(autocvar_cl_forceplayercolors)
self.colormap = player_localnum + 1;
// FEATURE: fallback frames
.float csqcmodel_saveframe;
.float csqcmodel_saveframe2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
.float csqcmodel_saveframe3;
.float csqcmodel_saveframe4;
+#endif
.float csqcmodel_framecount;
+
+#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
void CSQCPlayer_FallbackFrame_PreUpdate(void)
{
self.frame = self.csqcmodel_saveframe;
self.frame2 = self.csqcmodel_saveframe2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.frame3 = self.csqcmodel_saveframe3;
self.frame4 = self.csqcmodel_saveframe4;
+#endif
}
void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
{
self.csqcmodel_saveframe = self.frame;
self.csqcmodel_saveframe2 = self.frame2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.csqcmodel_saveframe3 = self.frame3;
self.csqcmodel_saveframe4 = self.frame4;
+#endif
// hack for death animations: set their frametime to zero in case a
// player "pops in"
if(isnew)
{
#define FIX_FRAMETIME(f,ft) \
- switch(self.f) \
+ if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
{ \
- case 0: \
- case 1: \
- self.ft = 0; \
- break; \
+ self.ft = self.death_time; \
}
FIX_FRAMETIME(frame, frame1time)
FIX_FRAMETIME(frame2, frame2time)
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
FIX_FRAMETIME(frame3, frame3time)
FIX_FRAMETIME(frame4, frame4time)
+#endif
}
+ self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
}
float CSQCPlayer_FallbackFrame(float f)
{
if(frameduration(self.modelindex, f) > 0)
return f; // goooooood
+ if(frameduration(self.modelindex, 1) <= 0)
+ return f; // this is a static model. We can't fix it if we wanted to
switch(f)
{
case 23: return 11; // anim_melee -> anim_shoot
{
self.frame = CSQCPlayer_FallbackFrame(self.frame);
self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
-}
-
-// FEATURE: auto glowmod
-.vector glowmod;
-void CSQCPlayer_GlowMod_Apply(void)
-{
- if(self.colormap > 0)
- self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
- else
- self.glowmod = '1 1 1';
+#endif
}
// FEATURE: auto tag_index
}
// recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
+ if(self.tag_entity.classname == "csqcmodel")
{
entity oldself = self;
self = self.tag_entity;
- CSQCModel_Hook_PreDraw();
+ CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
self = oldself;
}
{
// the best part is: IT EXISTS
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");
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/")
+ else if(self.tag_entity.isplayermodel)
{
- self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
+ 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)
self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
}
+ }
if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
{
float EF_DOUBLESIDED = 32768;
float EF_NOSELFSHADOW = 65536;
float EF_DYNAMICMODELLIGHT = 131072;
+float EF_RESTARTANIM_BIT = 1048576;
+float EF_TELEPORT_BIT = 2097152;
float MF_ROCKET = 1; // leave a trail
float MF_GRENADE = 2; // leave a trail
float MF_GIB = 4; // leave a trail
void CSQCModel_Effects_Apply(void)
{
float eff = self.csqcmodel_effects;
- eff &~= CSQCMODEL_EF_INVISIBLE;
+ eff &~= CSQCMODEL_EF_RESPAWNGHOST;
self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
self.effects = 0;
adddynamiclight(self.origin, 400, '3 3 3');
if(eff & EF_DIMLIGHT)
adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
- if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
+ if((eff & EF_NODRAW) || (self.alpha < 0))
self.drawmask = 0;
if(eff & EF_ADDITIVE)
self.renderflags |= RF_ADDITIVE;
Projectile_DrawTrail(self.origin);
else
Projectile_ResetTrail(self.origin);
+
+ if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+ self.renderflags |= RF_ADDITIVE;
+ // also special in CSQCPlayer_GlowMod_Apply
+}
+
+// FEATURE: auto glowmod
+.vector glowmod;
+void CSQCPlayer_GlowMod_Apply(void)
+{
+ float cm = self.colormap;
+
+ if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+ cm = 1024;
+
+ if(self.colormap > 0)
+ self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ else
+ self.glowmod = '1 1 1';
+
+ if(autocvar_cl_deathglow > 0)
+ if(self.csqcmodel_isdead)
+ {
+ self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
+ // prevent the zero vector
+ self.glowmod_x = max(self.glowmod_x, 0.0001);
+ self.glowmod_y = max(self.glowmod_y, 0.0001);
+ self.glowmod_z = max(self.glowmod_z, 0.0001);
+ }
}
// general functions
.float csqcmodel_predraw_run;
-void CSQCModel_Hook_PreDraw()
+.float anim_frame;
+.float anim_frame1time;
+.float anim_frame2;
+.float anim_frame2time;
+.float anim_saveframe;
+.float anim_saveframe1time;
+.float anim_saveframe2;
+.float anim_saveframe2time;
+.float anim_prev_pmove_flags;
+void CSQCModel_Hook_PreDraw(float isplayer)
{
if(self.csqcmodel_predraw_run == framecount)
return;
if(self.isplayermodel) // this checks if it's a player MODEL!
{
- CSQCPlayer_GlowMod_Apply();
CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
+ CSQCPlayer_GlowMod_Apply();
CSQCPlayer_LOD_Apply();
- CSQCPlayer_FallbackFrame_Apply();
+ if(!isplayer)
+ CSQCPlayer_FallbackFrame_Apply();
+ else
+ {
+ // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
+ float doblend = autocvar__animblend;
+ float onground = 0;
+ if(self == csqcplayer)
+ {
+ if(self.pmove_flags & PMF_ONGROUND)
+ onground = 1;
+ self.anim_prev_pmove_flags = self.pmove_flags;
+ if(self.pmove_flags & PMF_DUCKED)
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
+ else if(self.anim_state & ANIMSTATE_DUCK)
+ animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
+ }
+ else
+ {
+ traceline(self.origin + '0 0 1' * self.maxs_z, self.origin + '0 0 1' * (self.mins_z - 4), MOVE_NOMONSTERS, self);
+ if(trace_startsolid || trace_fraction < 1)
+ onground = 1;
+ }
+ animdecide_init(self); // FIXME only do this on model change
+ animdecide_setimplicitstate(self, onground);
+ animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
+ float sf = 0;
+ if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
+ sf |= CSQCMODEL_PROPERTY_FRAME;
+ if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
+ sf |= CSQCMODEL_PROPERTY_FRAME2;
+ self.anim_saveframe = self.anim_frame;
+ self.anim_saveframe1time = self.anim_frame1time;
+ self.anim_saveframe2 = self.anim_frame2;
+ self.anim_saveframe2time = self.anim_frame2time;
+ if(sf)
+ {
+ CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
+ self.lerpfrac = (doblend ? 0.5 : 0);
+ self.frame = self.anim_frame;
+ self.frame1time = self.anim_frame1time;
+ self.frame2 = self.anim_frame2;
+ self.frame2time = self.anim_frame2time;
+ CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
+ }
+ CSQCModel_InterpolateAnimation_2To4_Do();
+ if(doblend)
+ {
+ skeleton_from_frames(self);
+ }
+ else
+ {
+ free_skeleton_from_frames(self);
+ // just in case, clear these
+ self.lerpfrac3 = 0;
+ self.lerpfrac4 = 0;
+ }
+ }
}
CSQCModel_AutoTagIndex_Apply();
CSQCModel_Effects_PreUpdate();
if(self.isplayermodel)
{
- CSQCPlayer_FallbackFrame_PreUpdate();
+ if(!isplayer)
+ CSQCPlayer_FallbackFrame_PreUpdate();
CSQCPlayer_ForceModel_PreUpdate();
}
}
void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
{
// is it a player model? (shared state)
- self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
+ self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
// save values set by server
if(self.isplayermodel)
{
CSQCPlayer_ForceModel_PostUpdate();
- CSQCPlayer_FallbackFrame_PostUpdate(isnew);
+ if(!isplayer)
+ CSQCPlayer_FallbackFrame_PostUpdate(isnew);
}
CSQCModel_Effects_PostUpdate();
}