]> 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 d3315d74b2da15378496b7996bc3e22751e98a6b..a0a6e150e373dee3a051e175a75e8842cd4a4618 100644 (file)
@@ -1,4 +1,6 @@
+void CSQCModel_Hook_PreDraw();
 
+.float isplayermodel;
 
 // FEATURE: LOD
 .float lodmodelindex0;
@@ -12,13 +14,6 @@ void CSQCPlayer_LOD_Apply(void)
                string modelname = self.model;
                string s;
 
-               if(!fexists(modelname))
-               {
-                       print(sprintf(_("Trying to use non existing model %s. "), modelname));
-                       modelname = cvar_defstring("_cl_playermodel");
-                       print(sprintf(_("Reverted to %s."), modelname));
-               }
-
                // set modelindex
                self.lodmodelindex0 = self.modelindex;
                self.lodmodelindex1 = self.modelindex;
@@ -72,36 +67,72 @@ void CSQCPlayer_LOD_Apply(void)
 
 // 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;
+.float forceplayermodels_savecolormap;
+
+.string forceplayermodels_isgoodmodel_mdl;
+.float forceplayermodels_isgoodmodel;
+
+string forceplayermodels_goodmodel;
+float forceplayermodels_goodmodelindex;
+
 void CSQCPlayer_ForceModel_PreUpdate(void)
 {
        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)
 {
-       // first, try finding it from the server
+       // 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_model = self.model;
-                       forceplayermodels_modelindex = self.modelindex;
-                       forceplayermodels_skin = self.skin;
+                       forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
+                       forceplayermodels_model = self.forceplayermodels_savemodel;
+                       forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
+                       forceplayermodels_skin = self.forceplayermodels_saveskin;
                        forceplayermodels_attempted = 1;
                }
        }
@@ -109,30 +140,64 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
        // 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;
-               forceplayermodels_attempted = 1;
+               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_forceplayermodels && forceplayermodels_modelindex)
+       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
+       else if(self.forceplayermodels_isgoodmodel)
        {
                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;
+       }
 }
 
 // FEATURE: fallback frames
@@ -141,6 +206,8 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
 .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;
@@ -148,12 +215,28 @@ void CSQCPlayer_FallbackFrame_PreUpdate(void)
        self.frame3 = self.csqcmodel_saveframe3;
        self.frame4 = self.csqcmodel_saveframe4;
 }
-void CSQCPlayer_FallbackFrame_PostUpdate(void)
+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)
+       {
+#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)
 {
@@ -181,16 +264,6 @@ void CSQCPlayer_FallbackFrame_Apply(void)
        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;
@@ -209,6 +282,15 @@ void CSQCModel_AutoTagIndex_Apply(void)
                        self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
                        changed = 1;
                }
+
+               // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
+               {
+                       entity oldself = self;
+                       self = self.tag_entity;
+                       CSQCModel_Hook_PreDraw();
+                       self = oldself;
+               }
+
                if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
                {
                        self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
@@ -264,6 +346,7 @@ 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
@@ -291,7 +374,7 @@ void CSQCModel_Effects_PostUpdate(void)
 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;
@@ -304,7 +387,7 @@ void CSQCModel_Effects_Apply(void)
                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))
+       if((eff & EF_NODRAW) || (self.alpha < 0))
                self.drawmask = 0;
        if(eff & EF_ADDITIVE)
                self.renderflags |= RF_ADDITIVE;
@@ -328,7 +411,9 @@ void CSQCModel_Effects_Apply(void)
                self.effects |= EF_DOUBLESIDED;
        if(eff & EF_NOSELFSHADOW)
                self.effects |= EF_NOSELFSHADOW;
-       // ignoring EF_UNUSED17, EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
+       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)
@@ -353,11 +438,45 @@ void CSQCModel_Effects_Apply(void)
                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_PreDraw(float isplayer, float islocalplayer)
+.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;
@@ -366,38 +485,40 @@ void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
        else
                self.drawmask = MASK_NORMAL;
 
-       if(isplayer)
+       if(self.isplayermodel) // this checks if it's a player MODEL!
        {
+               CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
                CSQCPlayer_GlowMod_Apply();
-               CSQCPlayer_ForceModel_Apply(islocalplayer);
                CSQCPlayer_LOD_Apply();
                CSQCPlayer_FallbackFrame_Apply();
        }
 
-       if(!isplayer)
-               CSQCModel_AutoTagIndex_Apply();
+       CSQCModel_AutoTagIndex_Apply();
 
        CSQCModel_Effects_Apply();
 }
 
-void CSQCModel_Hook_PreUpdate(float isplayer, float islocalplayer)
+void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
 {
+       // revert to values from server
        CSQCModel_Effects_PreUpdate();
-       if(isplayer)
+       if(self.isplayermodel)
        {
-               // revert to values from server
                CSQCPlayer_FallbackFrame_PreUpdate();
                CSQCPlayer_ForceModel_PreUpdate();
        }
 }
 
-void CSQCModel_Hook_PostUpdate(float isplayer, float islocalplayer)
+void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
 {
-       if(isplayer)
+       // is it a player model? (shared state)
+       self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
+
+       // save values set by server
+       if(self.isplayermodel)
        {
-               // save values set by server
                CSQCPlayer_ForceModel_PostUpdate();
-               CSQCPlayer_FallbackFrame_PostUpdate();
+               CSQCPlayer_FallbackFrame_PostUpdate(isnew);
        }
        CSQCModel_Effects_PostUpdate();
 }