]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Merge remote-tracking branch 'origin/master' into tzork/gm_nexball
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index c3bbc970eb9c3fab9588d95c0fccc985956fe39c..a0a6e150e373dee3a051e175a75e8842cd4a4618 100644 (file)
-.vector glowmod;
+void CSQCModel_Hook_PreDraw();
+
+.float isplayermodel;
+
+// FEATURE: LOD
 .float lodmodelindex0;
 .float lodmodelindex1;
 .float lodmodelindex2;
-
-.entity tag_entity;
-.float tag_index;
-
-void CSQCModel_Hook_PreDraw(float isplayer)
+void CSQCPlayer_LOD_Apply(void)
 {
-       // auto glowmod from colormap
-       if(isplayer)
+       // LOD model loading
+       if(self.lodmodelindex0 != self.modelindex)
        {
-               if(self.colormap > 0)
-                       self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? (self.colormap & 0xFF) : stof(getplayerkeyvalue(self.colormap - 1, "colors"))), TRUE) * 2;
-               else
-                       self.glowmod = '1 1 1';
+               string modelname = self.model;
+               string s;
+
+               // set modelindex
+               self.lodmodelindex0 = self.modelindex;
+               self.lodmodelindex1 = self.modelindex;
+               self.lodmodelindex2 = self.modelindex;
 
-               if(self.modelindex && self.model != "null")
+               // FIXME: this only supports 3-letter extensions
+               s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
+               if(fexists(s))
                {
-                       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;
-                       }
+                       precache_model(s);
+                       setmodel(self, s);
+                       if(self.modelindex)
+                               self.lodmodelindex1 = self.modelindex;
                }
-       }
-
-       if(!isplayer)
-       {
-               if(self.tag_entity && wasfreed(self.tag_entity))
-                       self.tag_entity = world;
 
-               if(self.tag_networkentity)
+               s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
+               if(fexists(s))
                {
-                       // 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");
-                                                       }
-                                               }
+                       precache_model(s);
+                       setmodel(self, s);
+                       if(self.modelindex)
+                               self.lodmodelindex2 = self.modelindex;
+               }
 
-                                       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");
-                                               }
+               setmodel(self, modelname); // make everything normal again
+       }
 
-                                       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;
-                               }
-                       }
-               }
+       // apply LOD
+       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
-               {
-                       // no brain no pain
-                       self.drawmask = MASK_NORMAL;
-               }
+                       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;
        }
 }
 
+// FEATURE: forcemodel (MUST be called BEFORE LOD!)
 string forceplayermodels_model;
+float forceplayermodels_modelisgoodmodel;
 float forceplayermodels_modelindex;
 float forceplayermodels_skin;
+
+string forceplayermodels_mymodel;
+float forceplayermodels_myisgoodmodel;
+float forceplayermodels_mymodelindex;
+
+float forceplayermodels_attempted;
+
 .string forceplayermodels_savemodel;
 .float forceplayermodels_savemodelindex;
 .float forceplayermodels_saveskin;
-void CSQCModel_Hook_PreUpdate(float isplayer, float islocalplayer)
+.float forceplayermodels_savecolormap;
+
+.string forceplayermodels_isgoodmodel_mdl;
+.float forceplayermodels_isgoodmodel;
+
+string forceplayermodels_goodmodel;
+float forceplayermodels_goodmodelindex;
+
+void CSQCPlayer_ForceModel_PreUpdate(void)
 {
-       if(isplayer)
+       self.model = self.forceplayermodels_savemodel;
+       self.modelindex = self.forceplayermodels_savemodelindex;
+       self.skin = self.forceplayermodels_saveskin;
+       self.colormap = self.forceplayermodels_savecolormap;
+}
+void CSQCPlayer_ForceModel_PostUpdate(void)
+{
+       self.forceplayermodels_savemodel = self.model;
+       self.forceplayermodels_savemodelindex = self.modelindex;
+       self.forceplayermodels_saveskin = self.skin;
+       self.forceplayermodels_savecolormap = self.colormap;
+
+       if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
+       {
+               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));
+       }
+}
+void CSQCPlayer_ForceModel_Apply(float islocalplayer)
+{
+       // which one is ALWAYS good?
+       if not(forceplayermodels_goodmodel)
+       {
+               entity e;
+               e = spawn();
+               setmodel(e, cvar_defstring("_cl_playermodel"));
+               forceplayermodels_goodmodel = e.model;
+               forceplayermodels_goodmodelindex = e.modelindex;
+               remove(e);
+       }
+
+       // first, try finding it from the server
+       if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
+       {
+               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;
+               }
+       }
+
+       // forcemodel finding
+       if(!forceplayermodels_attempted)
+       {
+               forceplayermodels_attempted = 1;
+
+               // only if this failed, find it out on our own
+               entity e;
+               e = spawn();
+               setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
+               forceplayermodels_modelisgoodmodel = fexists(e.model);
+               forceplayermodels_model = e.model;
+               forceplayermodels_modelindex = e.modelindex;
+               forceplayermodels_skin = autocvar__cl_playerskin;
+               remove(e);
+       }
+
+       if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
+       {
+               entity e;
+               e = spawn();
+               setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
+               forceplayermodels_myisgoodmodel = fexists(e.model);
+               forceplayermodels_mymodel = e.model;
+               forceplayermodels_mymodelindex = e.modelindex;
+               remove(e);
+       }
+
+       // apply it
+       if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
+       {
+               self.model = forceplayermodels_mymodel;
+               self.modelindex = forceplayermodels_mymodelindex;
+               self.skin = autocvar_cl_forcemyplayerskin;
+       }
+       else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
+       {
+               self.model = forceplayermodels_model;
+               self.modelindex = forceplayermodels_modelindex;
+               self.skin = forceplayermodels_skin;
+       }
+       else if(self.forceplayermodels_isgoodmodel)
        {
-               // revert to values from server
                self.model = self.forceplayermodels_savemodel;
                self.modelindex = self.forceplayermodels_savemodelindex;
                self.skin = self.forceplayermodels_saveskin;
        }
+       else
+       {
+               self.model = forceplayermodels_goodmodel;
+               self.modelindex = forceplayermodels_goodmodelindex;
+               self.skin = self.forceplayermodels_saveskin;
+       }
+
+       // forceplayercolors too
+       if(!teamplay)
+       {
+               if(autocvar_cl_forcemyplayercolors && islocalplayer)
+                       self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
+               else if(autocvar_cl_forceplayercolors)
+                       self.colormap = player_localnum + 1;
+       }
 }
 
-void CSQCModel_Hook_PostUpdate(float isplayer, float islocalplayer)
+// FEATURE: fallback frames
+.float csqcmodel_saveframe;
+.float csqcmodel_saveframe2;
+.float csqcmodel_saveframe3;
+.float csqcmodel_saveframe4;
+.float csqcmodel_framecount;
+
+#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
+void CSQCPlayer_FallbackFrame_PreUpdate(void)
 {
-       if(isplayer)
+       self.frame = self.csqcmodel_saveframe;
+       self.frame2 = self.csqcmodel_saveframe2;
+       self.frame3 = self.csqcmodel_saveframe3;
+       self.frame4 = self.csqcmodel_saveframe4;
+}
+void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
+{
+       self.csqcmodel_saveframe = self.frame;
+       self.csqcmodel_saveframe2 = self.frame2;
+       self.csqcmodel_saveframe3 = self.frame3;
+       self.csqcmodel_saveframe4 = self.frame4;
+
+       // hack for death animations: set their frametime to zero in case a
+       // player "pops in"
+       if(isnew)
        {
-               // save values set by server
-               self.forceplayermodels_savemodel = self.model;
-               self.forceplayermodels_savemodelindex = self.modelindex;
-               self.forceplayermodels_saveskin = self.skin;
+#define FIX_FRAMETIME(f,ft) \
+               if(IS_DEAD_FRAME(self.f)) \
+               { \
+                       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
+       switch(f)
+       {
+               case 23: return 11; // anim_melee -> anim_shoot
+               case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
+               case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
+               case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
+               case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
+               case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
+               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));
+       return f;
+}
+void CSQCPlayer_FallbackFrame_Apply(void)
+{
+       self.frame = CSQCPlayer_FallbackFrame(self.frame);
+       self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
+       self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
+       self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
+}
+
+// FEATURE: auto tag_index
+.entity tag_entity;
+.float tag_entity_lastmodelindex;
+.float tag_index;
+void CSQCModel_AutoTagIndex_Apply(void)
+{
+       if(self.tag_entity && wasfreed(self.tag_entity))
+               self.tag_entity = world;
 
-               if(self.modelindex && self.model != "null")
+       if(self.tag_networkentity)
+       {
+               // we are ATTACHED!
+               float changed = 0;
+               if(self.tag_entity.entnum != self.tag_networkentity)
                {
-                       if(islocalplayer)
-                       {
-                               // trust server's idea of "own player model"
-                               forceplayermodels_model = self.model;
-                               forceplayermodels_modelindex = self.modelindex;
-                               forceplayermodels_skin = self.skin;
-                       }
-                       if(!forceplayermodels_modelindex)
-                       {
-                               // only if this failed, find it out on our own
-                               setmodel(self, autocvar__cl_playermodel); // this is harmless, see below
-                               forceplayermodels_model = self.model;
-                               forceplayermodels_modelindex = self.modelindex;
-                               forceplayermodels_skin = autocvar__cl_playerskin;
-                       }
+                       self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
+                       changed = 1;
                }
 
-               if(autocvar_cl_forceplayermodels)
+               // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
                {
-                       self.model = forceplayermodels_model;
-                       self.modelindex = forceplayermodels_modelindex;
-                       self.skin = forceplayermodels_skin;
+                       entity oldself = self;
+                       self = self.tag_entity;
+                       CSQCModel_Hook_PreDraw();
+                       self = oldself;
                }
 
-               // LOD model loading
-               if(self.lodmodelindex0 != self.modelindex)
+               if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
                {
-                       string modelname = self.model;
-                       string s;
-
-                       if(!fexists(modelname))
+                       self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
+                       changed = 1;
+               }
+               if(changed)
+               {
+                       if(self.tag_entity)
                        {
-                               print(sprintf(_("Trying to use non existing model %s. "), modelname));
-                               modelname = cvar_defstring("_cl_playermodel");
-                               print(sprintf(_("Reverted to %s."), modelname));
-                       }
+                               // 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");
+                                               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");
+                                               }
+                                       }
 
-                       // set modelindex
-                       self.lodmodelindex0 = self.modelindex;
-                       self.lodmodelindex1 = self.modelindex;
-                       self.lodmodelindex2 = self.modelindex;
+                               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");
+                                       }
 
-                       // 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)
-                                       self.lodmodelindex1 = self.modelindex;
+                               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");
+                               }
                        }
-
-                       s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
-                       if(fexists(s))
+                       else
                        {
-                               precache_model(s);
-                               setmodel(self, s);
-                               if(self.modelindex)
-                                       self.lodmodelindex2 = self.modelindex;
+                               // damn, see you next frame
+                               self.drawmask = 0;
                        }
+               }
+       }
+}
+
+// FEATURE: EF_NODRAW workalike
+float EF_BRIGHTFIELD   = 1;
+float EF_BRIGHTLIGHT   = 4;
+float EF_DIMLIGHT      = 8;
+float EF_DOUBLESIDED = 32768;
+float EF_NOSELFSHADOW = 65536;
+float EF_DYNAMICMODELLIGHT = 131072;
+float MF_ROCKET  =   1; // leave a trail
+float MF_GRENADE =   2; // leave a trail
+float MF_GIB     =   4; // leave a trail
+float MF_ROTATE  =   8; // rotate (bonus items)
+float MF_TRACER  =  16; // green split trail
+float MF_ZOMGIB  =  32; // small blood trail
+float MF_TRACER2 =  64; // orange split trail
+float MF_TRACER3 = 128; // purple trail
+.float csqcmodel_effects;
+.float csqcmodel_modelflags;
+void CSQCModel_Effects_PreUpdate(void)
+{
+       self.effects = self.csqcmodel_effects;
+       self.modelflags = self.csqcmodel_modelflags;
+}
+void CSQCModel_Effects_PostUpdate(void)
+{
+       self.csqcmodel_effects = self.effects;
+       self.csqcmodel_modelflags = self.modelflags;
+       self.effects = 0;
+       self.modelflags = 0;
+       if(self.csqcmodel_teleported)
+               Projectile_ResetTrail(self.origin);
+}
+void CSQCModel_Effects_Apply(void)
+{
+       float eff = self.csqcmodel_effects;
+       eff &~= CSQCMODEL_EF_RESPAWNGHOST;
+
+       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
+       if(eff & EF_BRIGHTLIGHT)
+               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.alpha < 0))
+               self.drawmask = 0;
+       if(eff & EF_ADDITIVE)
+               self.renderflags |= RF_ADDITIVE;
+       if(eff & EF_BLUE)
+               adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
+       if(eff & EF_RED)
+               adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
+       // ignoring EF_NOGUNBOB
+       if(eff & EF_FULLBRIGHT)
+               self.renderflags |= RF_FULLBRIGHT;
+       if(eff & EF_FLAME)
+               pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+       if(eff & EF_STARDUST)
+               pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+       if(eff & EF_NOSHADOW)
+               self.renderflags |= RF_NOSHADOW;
+       if(eff & EF_NODEPTHTEST)
+               self.renderflags |= RF_DEPTHHACK;
+       // ignoring EF_SELECTABLE
+       if(eff & EF_DOUBLESIDED)
+               self.effects |= EF_DOUBLESIDED;
+       if(eff & EF_NOSELFSHADOW)
+               self.effects |= EF_NOSELFSHADOW;
+       if(eff & EF_DYNAMICMODELLIGHT)
+               self.renderflags |= RF_DYNAMICMODELLIGHT;
+       // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
+       if(self.csqcmodel_modelflags & MF_ROCKET)
+               self.traileffect = particleeffectnum("TR_ROCKET");
+       if(self.csqcmodel_modelflags & MF_GRENADE)
+               self.traileffect = particleeffectnum("TR_GRENADE");
+       if(self.csqcmodel_modelflags & MF_GIB)
+               self.traileffect = particleeffectnum("TR_BLOOD");
+       if(self.csqcmodel_modelflags & MF_ROTATE)
+       {
+               self.renderflags |= RF_USEAXIS;
+               makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
+       }
+       if(self.csqcmodel_modelflags & MF_TRACER)
+               self.traileffect = particleeffectnum("TR_WIZSPIKE");
+       if(self.csqcmodel_modelflags & MF_ZOMGIB)
+               self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
+       if(self.csqcmodel_modelflags & MF_TRACER2)
+               self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
+       if(self.csqcmodel_modelflags & MF_TRACER3)
+               self.traileffect = particleeffectnum("TR_VORESPIKE");
 
-                       setmodel(self, modelname); // make everything normal again
+       if(self.drawmask)
+               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()
+{
+       if(self.csqcmodel_predraw_run == framecount)
+               return;
+       self.csqcmodel_predraw_run = framecount;
+
+       if(!self.modelindex || self.model == "null")
+       {
+               self.drawmask = 0;
+               return;
+       }
+       else
+               self.drawmask = MASK_NORMAL;
+
+       if(self.isplayermodel) // this checks if it's a player MODEL!
+       {
+               CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
+               CSQCPlayer_GlowMod_Apply();
+               CSQCPlayer_LOD_Apply();
+               CSQCPlayer_FallbackFrame_Apply();
+       }
+
+       CSQCModel_AutoTagIndex_Apply();
+
+       CSQCModel_Effects_Apply();
+}
+
+void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
+{
+       // revert to values from server
+       CSQCModel_Effects_PreUpdate();
+       if(self.isplayermodel)
+       {
+               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/");
+
+       // save values set by server
+       if(self.isplayermodel)
+       {
+               CSQCPlayer_ForceModel_PostUpdate();
+               CSQCPlayer_FallbackFrame_PostUpdate(isnew);
        }
+       CSQCModel_Effects_PostUpdate();
 }