]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Merge branch 'master' into Mario/nade_drop
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index b2c98e4ed4aab27040de2b888c0a6ef1a5f3431c..6f008fb541a118c53c2a10cf0513d64fffe61dd9 100644 (file)
@@ -93,7 +93,7 @@ string forceplayermodels_goodmodel;
 float forceplayermodels_goodmodelindex;
 
 .vector glowmod;
-.vector old_glowmod; 
+.vector old_glowmod;
 
 void CSQCPlayer_ModelAppearance_PreUpdate(void)
 {
@@ -114,14 +114,14 @@ void CSQCPlayer_ModelAppearance_PostUpdate(void)
                self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
                self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
                if(!self.forceplayermodels_isgoodmodel)
-                       print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
+                       printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel);
        }
 }
 void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
 {
        // FORCEMODEL
        // which one is ALWAYS good?
-       if not(forceplayermodels_goodmodel)
+       if (!forceplayermodels_goodmodel)
        {
                entity e;
                e = spawn();
@@ -180,7 +180,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
        float isfriend;
        float cm;
        cm = self.forceplayermodels_savecolormap;
-       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
 
        if(teamplay)
                isfriend = (cm == 1024 + 17 * myteam);
@@ -283,7 +283,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
                        // Fade out to black now...
                        if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
                        self.colormap = 0;
-                       
+
                        self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
                        self.glowmod_x = max(self.glowmod_x, 0.0001);
                        self.glowmod_y = max(self.glowmod_y, 0.0001);
@@ -292,7 +292,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
                else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
        }
 
-       //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
+       //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod));
 }
 
 // FEATURE: fallback frames
@@ -362,7 +362,7 @@ float CSQCPlayer_FallbackFrame(float f)
                case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
                case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
        }
-       print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
+       printf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
        return f;
 }
 void CSQCPlayer_FallbackFrame_Apply(void)
@@ -493,7 +493,7 @@ void CSQCModel_Effects_Apply(void)
        self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
        self.effects = 0;
        self.traileffect = 0;
-                       
+
        if(eff & EF_BRIGHTFIELD)
                self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
        // ignoring EF_MUZZLEFLASH
@@ -610,7 +610,22 @@ void CSQCModel_Hook_PreDraw(float isplayer)
                CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1);
                CSQCPlayer_LOD_Apply();
                if(!isplayer)
+               {
+                       skeleton_loadinfo(self);
+                       float doblend = (self.bone_upperbody >= 0);
                        CSQCPlayer_FallbackFrame_Apply();
+                       if(doblend)
+                       {
+                               skeleton_from_frames(self, self.csqcmodel_isdead);
+                       }
+                       else
+                       {
+                               free_skeleton_from_frames(self);
+                               // just in case, clear these (we're animating in frame and frame3)
+                               self.lerpfrac = 0;
+                               self.lerpfrac4 = 0;
+                       }
+               }
                else
                {
                        // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!