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)
// 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 != NUM_SPECTATOR)
- ++teams_count;
-
if(autocvar_cl_forcemyplayercolors)
forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if(autocvar_cl_forceplayercolors && teams_count == 2)
+ if(autocvar_cl_forceplayercolors && team_count == 2)
forcecolor_enemy = 1024 + autocvar__cl_color;
if(forcecolor_enemy && !forcecolor_friend)
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
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)
self.effects = self.csqcmodel_effects;
self.modelflags = self.csqcmodel_modelflags;
}
+void Reset_ArcBeam(void);
void CSQCModel_Effects_PostUpdate(void)
{
+ if (self == csqcplayer) {
+ if (self.csqcmodel_teleported) {
+ Reset_ArcBeam();
+ }
+ }
self.csqcmodel_effects = self.effects;
self.csqcmodel_modelflags = self.modelflags;
self.effects = 0;
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!
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);
- }
+ // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
+ // This ensures that .frame etc. are always written.
+ 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)
{