cl_forceplayercolors 3 forces player colors to mine only in Duel
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 #include "csqcmodel_hooks.qh"
2 #include "autocvars.qh"
3 #include "miscfunctions.qh"
4 #include <client/mutators/_mod.qh>
5 #include "player_skeleton.qh"
6 #include "weapons/projectile.qh"
7 #include <common/animdecide.qh>
8 #include <common/ent_cs.qh>
9 #include <common/gamemodes/_mod.qh>
10 #include <common/mapinfo.qh>
11 #include <common/physics/movetypes/movetypes.qh>
12 #include <common/viewloc.qh>
13 #include <common/effects/all.qh>
14 #include <common/effects/all.inc>
15 #include <lib/csqcmodel/cl_model.qh>
16 #include <lib/csqcmodel/cl_player.qh>
17 #include <lib/csqcmodel/interpolate.qh>
18
19 .float death_time;
20 .int modelflags;
21
22 // FEATURE: LOD
23 .int lodmodelindex0;
24 .int lodmodelindex1;
25 .int lodmodelindex2;
26 void CSQCPlayer_LOD_Apply(entity this)
27 {
28         // LOD model loading
29         if(this.lodmodelindex0 != this.modelindex)
30         {
31                 string modelname = this.model;
32                 string s;
33
34                 vector mi = this.mins;
35                 vector ma = this.maxs;
36
37                 // set modelindex
38                 this.lodmodelindex0 = this.modelindex;
39                 this.lodmodelindex1 = this.modelindex;
40                 this.lodmodelindex2 = this.modelindex;
41
42                 // FIXME: this only supports 3-letter extensions
43                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
44                 if(fexists(s))
45                 {
46                         precache_model(s);
47                         _setmodel(this, s);
48                         if(this.modelindex)
49                                 this.lodmodelindex1 = this.modelindex;
50                 }
51
52                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
53                 if(fexists(s))
54                 {
55                         precache_model(s);
56                         _setmodel(this, s);
57                         if(this.modelindex)
58                                 this.lodmodelindex2 = this.modelindex;
59                 }
60
61                 _setmodel(this, modelname); // make everything normal again
62                 setsize(this, mi, ma);
63         }
64
65         // apply LOD
66         if(autocvar_cl_playerdetailreduction <= 0)
67         {
68                 if(autocvar_cl_playerdetailreduction <= -2)
69                         this.modelindex = this.lodmodelindex2;
70                 else if(autocvar_cl_playerdetailreduction <= -1)
71                         this.modelindex = this.lodmodelindex1;
72                 else
73                         this.modelindex = this.lodmodelindex0;
74         }
75         else
76         {
77                 float distance = vlen(this.origin - view_origin);
78                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
79                 f *= 1.0 / bound(0.01, view_quality, 1);
80                 if(f > autocvar_cl_loddistance2)
81                         this.modelindex = this.lodmodelindex2;
82                 else if(f > autocvar_cl_loddistance1)
83                         this.modelindex = this.lodmodelindex1;
84                 else
85                         this.modelindex = this.lodmodelindex0;
86         }
87 }
88
89 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
90 string forceplayermodels_model;
91 bool forceplayermodels_modelisgoodmodel;
92 int forceplayermodels_modelindex;
93 int forceplayermodels_skin;
94
95 string forceplayermodels_mymodel;
96 bool forceplayermodels_myisgoodmodel;
97 int forceplayermodels_mymodelindex;
98
99 bool forceplayermodels_attempted;
100
101 .string forceplayermodels_savemodel;
102 .int forceplayermodels_savemodelindex;
103 .int forceplayermodels_saveskin;
104 .int forceplayermodels_savecolormap;
105
106 .string forceplayermodels_isgoodmodel_mdl;
107 .bool forceplayermodels_isgoodmodel;
108
109 string forceplayermodels_goodmodel;
110 int forceplayermodels_goodmodelindex;
111
112 .vector glowmod;
113
114 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
115 {
116         this.model = this.forceplayermodels_savemodel;
117         this.modelindex = this.forceplayermodels_savemodelindex;
118         this.skin = this.forceplayermodels_saveskin;
119         this.colormap = this.forceplayermodels_savecolormap;
120 }
121 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
122 {
123         this.forceplayermodels_savemodel = this.model;
124         this.forceplayermodels_savemodelindex = this.modelindex;
125         this.forceplayermodels_saveskin = this.skin;
126         this.forceplayermodels_savecolormap = this.colormap;
127
128         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
129         {
130                 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
131                 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
132                 if(!this.forceplayermodels_isgoodmodel)
133                         LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
134         }
135 }
136 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
137 {
138         int cm = this.forceplayermodels_savecolormap;
139         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
140
141         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
142                 goto skipforcemodels;
143
144         // FORCEMODEL
145         // which one is ALWAYS good?
146         if (!forceplayermodels_goodmodel)
147         {
148                 entity e = spawn();
149                 precache_model(cvar_defstring("_cl_playermodel"));
150                 _setmodel(e, cvar_defstring("_cl_playermodel"));
151                 forceplayermodels_goodmodel = e.model;
152                 forceplayermodels_goodmodelindex = e.modelindex;
153                 delete(e);
154         }
155
156         // first, try finding it from the server
157         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
158         {
159                 if(islocalplayer)
160                 {
161                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
162                         {
163                                 // trust server's idea of "own player model"
164                                 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
165                                 forceplayermodels_model = this.forceplayermodels_savemodel;
166                                 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
167                                 forceplayermodels_skin = this.forceplayermodels_saveskin;
168                                 forceplayermodels_attempted = 1;
169                         }
170                 }
171         }
172
173         // forcemodel finding
174         if(!forceplayermodels_attempted)
175         {
176                 forceplayermodels_attempted = 1;
177
178                 // only if this failed, find it out on our own
179                 entity e = spawn();
180                 precache_model(autocvar__cl_playermodel);
181                 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
182                 forceplayermodels_modelisgoodmodel = fexists(e.model);
183                 forceplayermodels_model = e.model;
184                 forceplayermodels_modelindex = e.modelindex;
185                 forceplayermodels_skin = autocvar__cl_playerskin;
186                 delete(e);
187         }
188
189         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
190         {
191                 entity e = spawn();
192                 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
193                 forceplayermodels_myisgoodmodel = fexists(e.model);
194                 forceplayermodels_mymodel = e.model;
195                 forceplayermodels_mymodelindex = e.modelindex;
196                 delete(e);
197         }
198
199         // apply it
200         bool isfriend;
201
202         if(teamplay)
203                 isfriend = (cm == 1024 + 17 * myteam);
204         else
205                 isfriend = islocalplayer;
206
207         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
208         {
209                 this.model = forceplayermodels_mymodel;
210                 this.modelindex = forceplayermodels_mymodelindex;
211                 this.skin = autocvar_cl_forcemyplayerskin;
212         }
213         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
214         {
215                 this.model = forceplayermodels_model;
216                 this.modelindex = forceplayermodels_modelindex;
217                 this.skin = forceplayermodels_skin;
218         }
219         else if(this.forceplayermodels_isgoodmodel)
220         {
221                 this.model = this.forceplayermodels_savemodel;
222                 this.modelindex = this.forceplayermodels_savemodelindex;
223                 this.skin = this.forceplayermodels_saveskin;
224         }
225         else
226         {
227                 this.model = forceplayermodels_goodmodel;
228                 this.modelindex = forceplayermodels_goodmodelindex;
229                 this.skin = this.forceplayermodels_saveskin;
230         }
231
232         LABEL(skipforcemodels)
233
234         if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
235                 goto skipforcecolors;
236
237         // forceplayercolors too
238         if(teamplay)
239         {
240                 // own team's color is never forced
241                 int forcecolor_friend = 0;
242                 int forcecolor_enemy = 0;
243                 entity tm;
244
245                 if(autocvar_cl_forcemyplayercolors)
246                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
247                 if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
248                         || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
249                         forcecolor_enemy = 1024 + autocvar__cl_color;
250
251                 if(forcecolor_enemy && !forcecolor_friend)
252                 {
253                         // only enemy color is forced?
254                         // verify it is not equal to the friend color
255                         if(forcecolor_enemy == 1024 + 17 * myteam)
256                                 forcecolor_enemy = 0;
257                 }
258
259                 if(forcecolor_friend && !forcecolor_enemy)
260                 {
261                         // only friend color is forced?
262                         // verify it is not equal to the enemy color
263                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
264                                 // note: we even compare against our own team.
265                                 // if we rejected because we matched our OWN team color,
266                                 // this is not bad; we then simply keep our color as is
267                                 // anyway.
268                                 if(forcecolor_friend == 1024 + 17 * tm.team)
269                                         forcecolor_friend = 0;
270                 }
271
272                 if(cm == 1024 + 17 * myteam)
273                 {
274                         if(forcecolor_friend)
275                                 this.colormap = forcecolor_friend;
276                 }
277                 else
278                 {
279                         if(forcecolor_enemy)
280                                 this.colormap = forcecolor_enemy;
281                 }
282         }
283         else
284         {
285                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
286                         this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
287                 else if(autocvar_cl_forceplayercolors)
288                         this.colormap = player_localnum + 1;
289         }
290
291         LABEL(skipforcecolors)
292
293         if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
294         {
295                 this.glowmod = '0 0 0';
296                 this.colormap = 0;
297                 return;
298         }
299
300         // GLOWMOD AND DEATH FADING
301         if(this.colormap > 0)
302                 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
303         else
304                 this.glowmod = '1 1 1';
305
306         if(autocvar_cl_deathglow > 0)
307         {
308                 if(this.csqcmodel_isdead)
309                 {
310                         float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
311                         if(this.colormap > 0)
312                                 min_factor /= 2;
313                         float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
314                         this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
315                         if (this.glowmod == '0 0 0')
316                                 this.glowmod.x = 0.000001;
317                 }
318         }
319
320         //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
321 }
322
323 // FEATURE: fallback frames
324 .int csqcmodel_saveframe;
325 .int csqcmodel_saveframe2;
326 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
327 .int csqcmodel_saveframe3;
328 .int csqcmodel_saveframe4;
329 #endif
330 .int csqcmodel_framecount;
331
332 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
333 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
334 {
335         this.frame = this.csqcmodel_saveframe;
336         this.frame2 = this.csqcmodel_saveframe2;
337 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
338         this.frame3 = this.csqcmodel_saveframe3;
339         this.frame4 = this.csqcmodel_saveframe4;
340 #endif
341 }
342 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
343 {
344         this.csqcmodel_saveframe = this.frame;
345         this.csqcmodel_saveframe2 = this.frame2;
346 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
347         this.csqcmodel_saveframe3 = this.frame3;
348         this.csqcmodel_saveframe4 = this.frame4;
349 #endif
350
351         // hack for death animations: set their frametime to zero in case a
352         // player "pops in"
353         if(isnew)
354         {
355 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
356                 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
357                         this.ft = this.death_time; \
358 MACRO_END
359                 FIX_FRAMETIME(frame, frame1time);
360                 FIX_FRAMETIME(frame2, frame2time);
361 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
362                 FIX_FRAMETIME(frame3, frame3time);
363                 FIX_FRAMETIME(frame4, frame4time);
364 #endif
365         }
366         this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
367 }
368 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
369 {
370         this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
371 }
372 int CSQCPlayer_FallbackFrame(entity this, int f)
373 {
374         TC(int, f);
375         if(frameduration(this.modelindex, f) > 0)
376                 return f; // goooooood
377         if(frameduration(this.modelindex, 1) <= 0)
378                 return f; // this is a static model. We can't fix it if we wanted to
379         switch(f)
380         {
381                 case 23: return 11; // anim_melee -> anim_shoot
382                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
383                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
384                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
385                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
386                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
387                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
388                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
389         }
390         LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
391         return f;
392 }
393 void CSQCPlayer_FallbackFrame_Apply(entity this)
394 {
395         this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
396         this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
397 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
398         this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
399         this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
400 #endif
401 }
402
403 // FEATURE: auto tag_index
404 .entity tag_entity;
405 .int tag_entity_lastmodelindex;
406 .int tag_index;
407 void CSQCModel_AutoTagIndex_Apply(entity this)
408 {
409         if(this.tag_entity && wasfreed(this.tag_entity))
410                 this.tag_entity = NULL;
411
412         MUTATOR_CALLHOOK(TagIndex_Update, this);
413
414         if(this.tag_networkentity)
415         {
416                 // we are ATTACHED!
417                 bool changed = 0;
418                 if(this.tag_entity.entnum != this.tag_networkentity)
419                 {
420                         this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
421                         changed = 1;
422                 }
423
424                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
425                 if(this.tag_entity.classname == "csqcmodel")
426                 {
427                         CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
428                 }
429
430                 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
431                 {
432                         this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
433                         changed = 1;
434                 }
435                 if(changed)
436                 {
437                         if(this.tag_entity)
438                         {
439                                 // the best part is: IT EXISTS
440                                 if(substring(this.model, 0, 14) == "models/weapons")
441                                 {
442                                         if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
443                                         {
444                                                 this.tag_index = gettagindex(this.tag_entity, "weapon");
445                                                 if(!this.tag_index)
446                                                         this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
447                                                 if(!this.tag_index)
448                                                 {
449                                                         // we need to prevent this from 'appening
450                                                         this.tag_entity = NULL;
451                                                         this.drawmask = 0;
452                                                         LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
453                                                 }
454                                         }
455                                         else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
456                                         {
457                                                 skeleton_loadinfo(this.tag_entity);
458                                                 this.tag_index = this.tag_entity.bone_weapon;
459                                         }
460                                 }
461
462                                 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
463                                 {
464                                         this.tag_index = gettagindex(this.tag_entity, "shot");
465                                         if(!this.tag_index)
466                                                 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
467                                 }
468
469                                 MUTATOR_CALLHOOK(TagIndex_Apply, this);
470                         }
471                         else
472                         {
473                                 // damn, see you next frame
474                                 this.drawmask = 0;
475                         }
476                 }
477         }
478 }
479
480 void CSQCModel_Effects_PreUpdate(entity this)
481 {
482         this.effects = this.csqcmodel_effects;
483         this.modelflags = this.csqcmodel_modelflags;
484         this.traileffect = this.csqcmodel_traileffect;
485 }
486 void Reset_ArcBeam();
487 void CSQCModel_Effects_PostUpdate(entity this)
488 {
489         if (this == csqcplayer) {
490                 if (this.csqcmodel_teleported) {
491                         Reset_ArcBeam();
492                 }
493         }
494         this.csqcmodel_effects = this.effects;
495         this.csqcmodel_modelflags = this.modelflags;
496         this.csqcmodel_traileffect = this.traileffect;
497         this.effects = 0;
498         this.modelflags = 0;
499         if(this.csqcmodel_teleported)
500                 Projectile_ResetTrail(this, this.origin);
501 }
502 .int snd_looping;
503 void CSQCModel_Effects_Apply(entity this)
504 {
505         int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
506         int tref = this.csqcmodel_traileffect;
507
508         this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
509         this.effects = 0;
510         this.traileffect = 0;
511
512         if(eff & EF_BRIGHTFIELD)
513                 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
514         // ignoring EF_MUZZLEFLASH
515         if(eff & EF_BRIGHTLIGHT)
516                 adddynamiclight(this.origin, 400, '3 3 3');
517         if(eff & EF_DIMLIGHT)
518                 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
519         if((eff & EF_NODRAW) || (this.alpha < 0))
520                 this.drawmask = 0;
521         if(eff & EF_ADDITIVE)
522                 this.renderflags |= RF_ADDITIVE;
523         if(eff & EF_BLUE)
524                 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
525         if(eff & EF_RED)
526                 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
527         // ignoring EF_NOGUNBOB
528         if(eff & EF_FULLBRIGHT)
529                 this.renderflags |= RF_FULLBRIGHT;
530         if(eff & EF_FLAME)
531                 pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
532         if(eff & EF_STARDUST)
533                 pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
534         if(eff & EF_NOSHADOW)
535                 this.renderflags |= RF_NOSHADOW;
536         if(eff & EF_NODEPTHTEST)
537                 this.renderflags |= RF_DEPTHHACK;
538         // ignoring EF_SELECTABLE
539         if(eff & EF_DOUBLESIDED)
540                 this.effects |= EF_DOUBLESIDED;
541         if(eff & EF_NOSELFSHADOW)
542                 this.effects |= EF_NOSELFSHADOW;
543         if(eff & EF_DYNAMICMODELLIGHT)
544                 this.renderflags |= RF_DYNAMICMODELLIGHT;
545         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
546         if(this.csqcmodel_modelflags & MF_ROCKET)
547                 tref = EFFECT_TR_ROCKET.m_id;
548         if(this.csqcmodel_modelflags & MF_GRENADE)
549                 tref = EFFECT_TR_GRENADE.m_id;
550         if(this.csqcmodel_modelflags & MF_GIB)
551                 tref = EFFECT_TR_BLOOD.m_id;
552         if(this.csqcmodel_modelflags & MF_ROTATE)
553         {
554                 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
555                 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
556                 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
557                 this.renderflags |= RF_USEAXIS;
558                 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
559         }
560         if(this.csqcmodel_modelflags & MF_TRACER)
561                 tref = EFFECT_TR_WIZSPIKE.m_id;
562         if(this.csqcmodel_modelflags & MF_ZOMGIB)
563                 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
564         if(this.csqcmodel_modelflags & MF_TRACER2)
565                 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
566         if(this.csqcmodel_modelflags & MF_TRACER3)
567                 tref = EFFECT_TR_VORESPIKE.m_id;
568
569         this.traileffect = tref;
570
571         if(this.drawmask)
572                 Projectile_DrawTrail(this, this.origin);
573         else
574                 Projectile_ResetTrail(this, this.origin);
575
576         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
577                 this.renderflags |= RF_ADDITIVE;
578                 // also special in CSQCPlayer_GlowMod_Apply
579
580         if(this.csqcmodel_modelflags & MF_ROCKET)
581         {
582                 if(!this.snd_looping)
583                 {
584                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
585                         this.snd_looping = CH_TRIGGER_SINGLE;
586                 }
587         }
588         else
589         {
590                 if(this.snd_looping)
591                 {
592                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
593                         this.snd_looping = 0;
594                 }
595         }
596 }
597
598 // general functions
599 .int csqcmodel_predraw_run;
600 .int anim_frame;
601 .int anim_frame1time;
602 .int anim_frame2;
603 .int anim_frame2time;
604 .int anim_saveframe;
605 .int anim_saveframe1time;
606 .int anim_saveframe2;
607 .int anim_saveframe2time;
608 .int anim_prev_pmove_flags;
609 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
610 {
611         if(this.csqcmodel_predraw_run == framecount)
612                 return;
613         this.csqcmodel_predraw_run = framecount;
614
615         if(!this.modelindex || this.model == "null" || this.alpha < 0)
616         {
617                 this.drawmask = 0;
618                 if(this.snd_looping > 0)
619                 {
620                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
621                         this.snd_looping = 0;
622                 }
623                 return;
624         }
625         else
626                 this.drawmask = MASK_NORMAL;
627
628         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
629         {
630                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
631                 CSQCPlayer_LOD_Apply(this);
632
633                 if(!isplayer)
634                 {
635                         skeleton_loadinfo(this);
636                         bool doblend = (this.bone_upperbody >= 0);
637                         CSQCPlayer_FallbackFrame_Apply(this);
638                         if(doblend)
639                         {
640                                 skeleton_from_frames(this, this.csqcmodel_isdead);
641                         }
642                         else
643                         {
644                                 free_skeleton_from_frames(this);
645                                 // just in case, clear these (we're animating in frame and frame3)
646                                 this.lerpfrac = 0;
647                                 this.lerpfrac4 = 0;
648                         }
649                 }
650                 else
651                 {
652                         // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
653                         skeleton_loadinfo(this);
654                         bool doblend = (this.bone_upperbody >= 0);
655                         bool onground = 0;
656                         if(this == csqcplayer)
657                         {
658                                 if(IS_ONGROUND(this))
659                                         onground = 1;
660                                 this.anim_prev_pmove_flags = this.flags;
661                                 if(this.flags & FL_DUCKED)
662                                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
663                                 else if(this.anim_state & ANIMSTATE_DUCK)
664                                         animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
665                         }
666                         else
667                         {
668                                 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
669                                 if(trace_startsolid || trace_fraction < 1)
670                                         onground = 1;
671                         }
672                         animdecide_load_if_needed(this);
673                         animdecide_setimplicitstate(this, onground);
674                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
675                         int sf = 0;
676                         if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
677                                 sf |= CSQCMODEL_PROPERTY_FRAME;
678                         if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
679                                 sf |= CSQCMODEL_PROPERTY_FRAME2;
680                         this.anim_saveframe = this.anim_frame;
681                         this.anim_saveframe1time = this.anim_frame1time;
682                         this.anim_saveframe2 = this.anim_frame2;
683                         this.anim_saveframe2time = this.anim_frame2time;
684                         // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
685                         // This ensures that .frame etc. are always written.
686                         CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
687                         this.lerpfrac = (doblend ? 0.5 : 0);
688                         this.frame = this.anim_frame;
689                         this.frame1time = this.anim_frame1time;
690                         this.frame2 = this.anim_frame2;
691                         this.frame2time = this.anim_frame2time;
692                         CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
693                         CSQCModel_InterpolateAnimation_2To4_Do(this);
694                         if(doblend)
695                         {
696                                 skeleton_from_frames(this, this.csqcmodel_isdead);
697                         }
698                         else
699                         {
700                                 free_skeleton_from_frames(this);
701                                 // just in case, clear these (we're animating in frame and frame3)
702                                 this.lerpfrac = 0;
703                                 this.lerpfrac4 = 0;
704                         }
705                 }
706         }
707
708         CSQCModel_AutoTagIndex_Apply(this);
709
710         CSQCModel_Effects_Apply(this);
711 }
712
713 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
714 {
715         // interpolate v_angle
716         this.iflags |= IFLAG_V_ANGLE_X;
717         // revert to values from server
718         CSQCModel_Effects_PreUpdate(this);
719         if((this.isplayermodel & ISPLAYER_MODEL))
720         {
721                 if(!isplayer)
722                         CSQCPlayer_FallbackFrame_PreUpdate(this);
723                 CSQCPlayer_ModelAppearance_PreUpdate(this);
724         }
725 }
726
727 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
728 {
729         // is it a player model? (shared state)
730         bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
731                                                         (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
732         this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
733
734         // save values set by server
735         if((this.isplayermodel & ISPLAYER_MODEL))
736         {
737                 CSQCPlayer_ModelAppearance_PostUpdate(this);
738                 if(isplayer)
739                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
740                 else
741                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
742         }
743         CSQCModel_Effects_PostUpdate(this);
744 }