X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=10287ce6e69f96c3206a147bde1db00f071cc3f0;hb=7069dc3f41678554d089db582ccf16da1f8874a5;hp=06f66557a069722a10cc2190f102735df0fb0ebd;hpb=ac4f809419574ad8c2f10bc0531b303ed98c109f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 06f66557a..10287ce6e 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,13 +1,15 @@ #include "csqcmodel_hooks.qh" #include "autocvars.qh" -#include "csqcmodel_hooks.qh" +#include "main.qh" #include "miscfunctions.qh" #include +#include #include "player_skeleton.qh" #include "weapons/projectile.qh" #include #include #include +#include #include #include #include @@ -109,7 +111,6 @@ string forceplayermodels_goodmodel; int forceplayermodels_goodmodelindex; .vector glowmod; -.vector old_glowmod; void CSQCPlayer_ModelAppearance_PreUpdate(entity this) { @@ -135,6 +136,9 @@ void CSQCPlayer_ModelAppearance_PostUpdate(entity this) } void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) { + int cm = this.forceplayermodels_savecolormap; + cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024); + if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer)) goto skipforcemodels; @@ -195,9 +199,6 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) // apply it bool isfriend; - int cm; - cm = this.forceplayermodels_savecolormap; - cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024); if(teamplay) isfriend = (cm == 1024 + 17 * myteam); @@ -229,6 +230,11 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) this.skin = this.forceplayermodels_saveskin; } + LABEL(skipforcemodels) + + if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer)) + goto skipforcecolors; + // forceplayercolors too if(teamplay) { @@ -282,7 +288,14 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) this.colormap = player_localnum + 1; } - LABEL(skipforcemodels) + LABEL(skipforcecolors) + + if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors) + { + this.glowmod = '0 0 0'; + this.colormap = 0; + return; + } // GLOWMOD AND DEATH FADING if(this.colormap > 0) @@ -294,16 +307,14 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) { if(this.csqcmodel_isdead) { - // Fade out to black now... - if(this.old_glowmod == '0 0 0') { this.old_glowmod = this.glowmod; } - this.colormap = 0; - - this.glowmod = this.old_glowmod * bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1); - this.glowmod_x = max(this.glowmod.x, 0.0001); - this.glowmod_y = max(this.glowmod.y, 0.0001); - this.glowmod_z = max(this.glowmod.z, 0.0001); + float min_factor = bound(0, autocvar_cl_deathglow_min, 1); + if(this.colormap > 0) + min_factor /= 2; + float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1); + this.glowmod *= (min_factor + glow_fade * (1 - min_factor)); + if (this.glowmod == '0 0 0') + this.glowmod.x = 0.000001; } - else if(this.old_glowmod != '0 0 0') { this.old_glowmod = '0 0 0'; } } //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod)); @@ -341,10 +352,10 @@ void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew) // player "pops in" if(isnew) { -#define FIX_FRAMETIME(f,ft) MACRO_BEGIN { \ - if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \ - this.ft = this.death_time; \ -} MACRO_END +#define FIX_FRAMETIME(f,ft) MACRO_BEGIN \ + if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \ + this.ft = this.death_time; \ +MACRO_END FIX_FRAMETIME(frame, frame1time); FIX_FRAMETIME(frame2, frame2time); #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -441,7 +452,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this) LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it"); } } - else if(this.tag_entity.isplayermodel) + else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL)) { skeleton_loadinfo(this.tag_entity); this.tag_index = this.tag_entity.bone_weapon; @@ -517,9 +528,15 @@ void CSQCModel_Effects_Apply(entity this) if(eff & EF_FULLBRIGHT) this.renderflags |= RF_FULLBRIGHT; if(eff & EF_FLAME) - pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1)); + { + boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0); + //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1)); + } if(eff & EF_STARDUST) - pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1)); + { + boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0); + //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1)); + } if(eff & EF_NOSHADOW) this.renderflags |= RF_NOSHADOW; if(eff & EF_NODEPTHTEST) @@ -542,7 +559,7 @@ void CSQCModel_Effects_Apply(entity this) { // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine. - // However MR_ROTATE is currently only used in one place - might be possible to get rid of it entirely. + // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely. this.renderflags |= RF_USEAXIS; makevectors(this.angles + '0 100 0' * fmod(time, 3.6)); } @@ -604,12 +621,17 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer) if(!this.modelindex || this.model == "null" || this.alpha < 0) { this.drawmask = 0; + if(this.snd_looping > 0) + { + sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation); + this.snd_looping = 0; + } return; } else this.drawmask = MASK_NORMAL; - if(this.isplayermodel && this.drawmask) // this checks if it's a player MODEL! + if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL! { CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL)); CSQCPlayer_LOD_Apply(this); @@ -700,7 +722,7 @@ void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool isloc this.iflags |= IFLAG_V_ANGLE_X; // revert to values from server CSQCModel_Effects_PreUpdate(this); - if(this.isplayermodel) + if((this.isplayermodel & ISPLAYER_MODEL)) { if(!isplayer) CSQCPlayer_FallbackFrame_PreUpdate(this); @@ -716,7 +738,7 @@ void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islo this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel); // save values set by server - if(this.isplayermodel) + if((this.isplayermodel & ISPLAYER_MODEL)) { CSQCPlayer_ModelAppearance_PostUpdate(this); if(isplayer)