X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=99456bd3ed03d129d2fb2ffc741e380e612f66ec;hb=606cd54963445b5e07344253d1f6cddb72bc5ad8;hp=6499a683e8f4c2cf198be39cb0bee2c9eb9e9a3f;hpb=b945d959784e5b249c66aea4f3326d8ae048f1cd;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 6499a683e..99456bd3e 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,8 +1,7 @@ #include "csqcmodel_hooks.qh" #include "autocvars.qh" -#include "csqcmodel_hooks.qh" #include "miscfunctions.qh" -#include "mutators/events.qh" +#include #include "player_skeleton.qh" #include "weapons/projectile.qh" #include @@ -18,10 +17,6 @@ .float death_time; .int modelflags; -void CSQCModel_Hook_PreDraw(entity this, bool isplayer); - -.bool isplayermodel; - // FEATURE: LOD .int lodmodelindex0; .int lodmodelindex1; @@ -113,7 +108,6 @@ string forceplayermodels_goodmodel; int forceplayermodels_goodmodelindex; .vector glowmod; -.vector old_glowmod; void CSQCPlayer_ModelAppearance_PreUpdate(entity this) { @@ -288,6 +282,13 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) LABEL(skipforcemodels) + 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) this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2; @@ -298,16 +299,14 @@ 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)); @@ -345,10 +344,10 @@ 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 @@ -364,7 +363,7 @@ void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew) } int CSQCPlayer_FallbackFrame(entity this, int f) { - TC(int, f); + TC(int, f); if(frameduration(this.modelindex, f) > 0) return f; // goooooood if(frameduration(this.modelindex, 1) <= 0) @@ -417,7 +416,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this) // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch if(this.tag_entity.classname == "csqcmodel") { - CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.entnum >= 1 && this.tag_entity.entnum <= maxclients)); + CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT)); } if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex) @@ -445,7 +444,7 @@ 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; @@ -544,6 +543,9 @@ void CSQCModel_Effects_Apply(entity this) tref = EFFECT_TR_BLOOD.m_id; if(this.csqcmodel_modelflags & MF_ROTATE) { + // 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 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)); } @@ -602,17 +604,22 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer) return; this.csqcmodel_predraw_run = framecount; - if(!this.modelindex || this.model == "null") + 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 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.entnum == player_localnum + 1); + CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL)); CSQCPlayer_LOD_Apply(this); if(!isplayer) @@ -701,7 +708,7 @@ 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); @@ -712,10 +719,12 @@ void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool isloc void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer) { // is it a player model? (shared state) - this.isplayermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || (substring(this.model, 0, 16) == "models/monsters/" && (this.entnum >= 1 && this.entnum <= maxclients))); + bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || + (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1)))); + 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)