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;
.float csqcmodel_saveframe3;
.float csqcmodel_saveframe4;
.float csqcmodel_framecount;
+
+#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
void CSQCPlayer_FallbackFrame_PreUpdate(void)
{
self.frame = self.csqcmodel_saveframe;
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)
FIX_FRAMETIME(frame3, frame3time)
FIX_FRAMETIME(frame4, frame4time)
}
+ 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.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';
-}
-
// FEATURE: auto tag_index
.entity tag_entity;
.float tag_entity_lastmodelindex;
}
// 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;
{
// 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_")
{
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
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)