Purge client/defs.qh
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 #include "csqcmodel_hooks.qh"
2 #include "autocvars.qh"
3 #include "main.qh"
4 #include "miscfunctions.qh"
5 #include <client/mutators/_mod.qh>
6 #include <client/main.qh>
7 #include "player_skeleton.qh"
8 #include "weapons/projectile.qh"
9 #include <common/animdecide.qh>
10 #include <common/ent_cs.qh>
11 #include <common/physics/movetypes/movetypes.qh>
12 #include <common/physics/player.qh>
13 #include <common/viewloc.qh>
14 #include <common/effects/all.qh>
15 #include <common/effects/all.inc>
16 #include <lib/csqcmodel/cl_model.qh>
17 #include <lib/csqcmodel/cl_player.qh>
18 #include <lib/csqcmodel/interpolate.qh>
19
20 .float death_time;
21 .int modelflags;
22
23 // FEATURE: LOD
24 .int lodmodelindex0;
25 .int lodmodelindex1;
26 .int lodmodelindex2;
27 void CSQCPlayer_LOD_Apply(entity this)
28 {
29         // LOD model loading
30         if(this.lodmodelindex0 != this.modelindex)
31         {
32                 string modelname = this.model;
33                 string s;
34
35                 vector mi = this.mins;
36                 vector ma = this.maxs;
37
38                 // set modelindex
39                 this.lodmodelindex0 = this.modelindex;
40                 this.lodmodelindex1 = this.modelindex;
41                 this.lodmodelindex2 = this.modelindex;
42
43                 // FIXME: this only supports 3-letter extensions
44                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
45                 if(fexists(s))
46                 {
47                         precache_model(s);
48                         _setmodel(this, s);
49                         if(this.modelindex)
50                                 this.lodmodelindex1 = this.modelindex;
51                 }
52
53                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
54                 if(fexists(s))
55                 {
56                         precache_model(s);
57                         _setmodel(this, s);
58                         if(this.modelindex)
59                                 this.lodmodelindex2 = this.modelindex;
60                 }
61
62                 _setmodel(this, modelname); // make everything normal again
63                 setsize(this, mi, ma);
64         }
65
66         // apply LOD
67         if(autocvar_cl_playerdetailreduction <= 0)
68         {
69                 if(autocvar_cl_playerdetailreduction <= -2)
70                         this.modelindex = this.lodmodelindex2;
71                 else if(autocvar_cl_playerdetailreduction <= -1)
72                         this.modelindex = this.lodmodelindex1;
73                 else
74                         this.modelindex = this.lodmodelindex0;
75         }
76         else
77         {
78                 float distance = vlen(this.origin - view_origin);
79                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
80                 f *= 1.0 / bound(0.01, view_quality, 1);
81                 if(f > autocvar_cl_loddistance2)
82                         this.modelindex = this.lodmodelindex2;
83                 else if(f > autocvar_cl_loddistance1)
84                         this.modelindex = this.lodmodelindex1;
85                 else
86                         this.modelindex = this.lodmodelindex0;
87         }
88 }
89
90 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
91 string forceplayermodels_model;
92 bool forceplayermodels_modelisgoodmodel;
93 int forceplayermodels_modelindex;
94 int forceplayermodels_skin;
95
96 string forceplayermodels_mymodel;
97 bool forceplayermodels_myisgoodmodel;
98 int forceplayermodels_mymodelindex;
99
100 bool forceplayermodels_attempted;
101
102 .string forceplayermodels_savemodel;
103 .int forceplayermodels_savemodelindex;
104 .int forceplayermodels_saveskin;
105 .int forceplayermodels_savecolormap;
106
107 .string forceplayermodels_isgoodmodel_mdl;
108 .bool forceplayermodels_isgoodmodel;
109
110 string forceplayermodels_goodmodel;
111 int forceplayermodels_goodmodelindex;
112
113 .vector glowmod;
114
115 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
116 {
117         this.model = this.forceplayermodels_savemodel;
118         this.modelindex = this.forceplayermodels_savemodelindex;
119         this.skin = this.forceplayermodels_saveskin;
120         this.colormap = this.forceplayermodels_savecolormap;
121 }
122 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
123 {
124         this.forceplayermodels_savemodel = this.model;
125         this.forceplayermodels_savemodelindex = this.modelindex;
126         this.forceplayermodels_saveskin = this.skin;
127         this.forceplayermodels_savecolormap = this.colormap;
128
129         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
130         {
131                 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
132                 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
133                 if(!this.forceplayermodels_isgoodmodel)
134                         LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
135         }
136 }
137 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
138 {
139         int cm = this.forceplayermodels_savecolormap;
140         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
141
142         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
143                 goto skipforcemodels;
144
145         // FORCEMODEL
146         // which one is ALWAYS good?
147         if (!forceplayermodels_goodmodel)
148         {
149                 entity e = spawn();
150                 precache_model(cvar_defstring("_cl_playermodel"));
151                 _setmodel(e, cvar_defstring("_cl_playermodel"));
152                 forceplayermodels_goodmodel = e.model;
153                 forceplayermodels_goodmodelindex = e.modelindex;
154                 delete(e);
155         }
156
157         // first, try finding it from the server
158         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
159         {
160                 if(islocalplayer)
161                 {
162                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
163                         {
164                                 // trust server's idea of "own player model"
165                                 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
166                                 forceplayermodels_model = this.forceplayermodels_savemodel;
167                                 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
168                                 forceplayermodels_skin = this.forceplayermodels_saveskin;
169                                 forceplayermodels_attempted = 1;
170                         }
171                 }
172         }
173
174         // forcemodel finding
175         if(!forceplayermodels_attempted)
176         {
177                 forceplayermodels_attempted = 1;
178
179                 // only if this failed, find it out on our own
180                 entity e = spawn();
181                 precache_model(autocvar__cl_playermodel);
182                 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
183                 forceplayermodels_modelisgoodmodel = fexists(e.model);
184                 forceplayermodels_model = e.model;
185                 forceplayermodels_modelindex = e.modelindex;
186                 forceplayermodels_skin = autocvar__cl_playerskin;
187                 delete(e);
188         }
189
190         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
191         {
192                 entity e = spawn();
193                 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
194                 forceplayermodels_myisgoodmodel = fexists(e.model);
195                 forceplayermodels_mymodel = e.model;
196                 forceplayermodels_mymodelindex = e.modelindex;
197                 delete(e);
198         }
199
200         // apply it
201         bool isfriend;
202
203         if(teamplay)
204                 isfriend = (cm == 1024 + 17 * myteam);
205         else
206                 isfriend = islocalplayer;
207
208         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
209         {
210                 this.model = forceplayermodels_mymodel;
211                 this.modelindex = forceplayermodels_mymodelindex;
212                 this.skin = autocvar_cl_forcemyplayerskin;
213         }
214         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
215         {
216                 this.model = forceplayermodels_model;
217                 this.modelindex = forceplayermodels_modelindex;
218                 this.skin = forceplayermodels_skin;
219         }
220         else if(this.forceplayermodels_isgoodmodel)
221         {
222                 this.model = this.forceplayermodels_savemodel;
223                 this.modelindex = this.forceplayermodels_savemodelindex;
224                 this.skin = this.forceplayermodels_saveskin;
225         }
226         else
227         {
228                 this.model = forceplayermodels_goodmodel;
229                 this.modelindex = forceplayermodels_goodmodelindex;
230                 this.skin = this.forceplayermodels_saveskin;
231         }
232
233         LABEL(skipforcemodels)
234
235         if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
236                 goto skipforcecolors;
237
238         // forceplayercolors too
239         if(teamplay)
240         {
241                 // own team's color is never forced
242                 int forcecolor_friend = 0;
243                 int forcecolor_enemy = 0;
244                 entity tm;
245
246                 if(autocvar_cl_forcemyplayercolors)
247                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
248                 if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
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         {
532                 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
533                 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
534         }
535         if(eff & EF_STARDUST)
536         {
537                 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
538                 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
539         }
540         if(eff & EF_NOSHADOW)
541                 this.renderflags |= RF_NOSHADOW;
542         if(eff & EF_NODEPTHTEST)
543                 this.renderflags |= RF_DEPTHHACK;
544         // ignoring EF_SELECTABLE
545         if(eff & EF_DOUBLESIDED)
546                 this.effects |= EF_DOUBLESIDED;
547         if(eff & EF_NOSELFSHADOW)
548                 this.effects |= EF_NOSELFSHADOW;
549         if(eff & EF_DYNAMICMODELLIGHT)
550                 this.renderflags |= RF_DYNAMICMODELLIGHT;
551         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
552         if(this.csqcmodel_modelflags & MF_ROCKET)
553                 tref = EFFECT_TR_ROCKET.m_id;
554         if(this.csqcmodel_modelflags & MF_GRENADE)
555                 tref = EFFECT_TR_GRENADE.m_id;
556         if(this.csqcmodel_modelflags & MF_GIB)
557                 tref = EFFECT_TR_BLOOD.m_id;
558         if(this.csqcmodel_modelflags & MF_ROTATE)
559         {
560                 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
561                 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
562                 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
563                 this.renderflags |= RF_USEAXIS;
564                 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
565         }
566         if(this.csqcmodel_modelflags & MF_TRACER)
567                 tref = EFFECT_TR_WIZSPIKE.m_id;
568         if(this.csqcmodel_modelflags & MF_ZOMGIB)
569                 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
570         if(this.csqcmodel_modelflags & MF_TRACER2)
571                 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
572         if(this.csqcmodel_modelflags & MF_TRACER3)
573                 tref = EFFECT_TR_VORESPIKE.m_id;
574
575         this.traileffect = tref;
576
577         if(this.drawmask)
578                 Projectile_DrawTrail(this, this.origin);
579         else
580                 Projectile_ResetTrail(this, this.origin);
581
582         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
583                 this.renderflags |= RF_ADDITIVE;
584                 // also special in CSQCPlayer_GlowMod_Apply
585
586         if(this.csqcmodel_modelflags & MF_ROCKET)
587         {
588                 if(!this.snd_looping)
589                 {
590                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
591                         this.snd_looping = CH_TRIGGER_SINGLE;
592                 }
593         }
594         else
595         {
596                 if(this.snd_looping)
597                 {
598                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
599                         this.snd_looping = 0;
600                 }
601         }
602 }
603
604 // general functions
605 .int csqcmodel_predraw_run;
606 .int anim_frame;
607 .int anim_frame1time;
608 .int anim_frame2;
609 .int anim_frame2time;
610 .int anim_saveframe;
611 .int anim_saveframe1time;
612 .int anim_saveframe2;
613 .int anim_saveframe2time;
614 .int anim_prev_pmove_flags;
615 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
616 {
617         if(this.csqcmodel_predraw_run == framecount)
618                 return;
619         this.csqcmodel_predraw_run = framecount;
620
621         if(!this.modelindex || this.model == "null" || this.alpha < 0)
622         {
623                 this.drawmask = 0;
624                 if(this.snd_looping > 0)
625                 {
626                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
627                         this.snd_looping = 0;
628                 }
629                 return;
630         }
631         else
632                 this.drawmask = MASK_NORMAL;
633
634         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
635         {
636                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
637                 CSQCPlayer_LOD_Apply(this);
638
639                 if(!isplayer)
640                 {
641                         skeleton_loadinfo(this);
642                         bool doblend = (this.bone_upperbody >= 0);
643                         CSQCPlayer_FallbackFrame_Apply(this);
644                         if(doblend)
645                         {
646                                 skeleton_from_frames(this, this.csqcmodel_isdead);
647                         }
648                         else
649                         {
650                                 free_skeleton_from_frames(this);
651                                 // just in case, clear these (we're animating in frame and frame3)
652                                 this.lerpfrac = 0;
653                                 this.lerpfrac4 = 0;
654                         }
655                 }
656                 else
657                 {
658                         // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
659                         skeleton_loadinfo(this);
660                         bool doblend = (this.bone_upperbody >= 0);
661                         bool onground = 0;
662                         if(this == csqcplayer)
663                         {
664                                 if(IS_ONGROUND(this))
665                                         onground = 1;
666                                 this.anim_prev_pmove_flags = this.flags;
667                                 if(this.flags & FL_DUCKED)
668                                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
669                                 else if(this.anim_state & ANIMSTATE_DUCK)
670                                         animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
671                         }
672                         else
673                         {
674                                 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
675                                 if(trace_startsolid || trace_fraction < 1)
676                                         onground = 1;
677                         }
678                         animdecide_load_if_needed(this);
679                         animdecide_setimplicitstate(this, onground);
680                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
681                         int sf = 0;
682                         if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
683                                 sf |= CSQCMODEL_PROPERTY_FRAME;
684                         if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
685                                 sf |= CSQCMODEL_PROPERTY_FRAME2;
686                         this.anim_saveframe = this.anim_frame;
687                         this.anim_saveframe1time = this.anim_frame1time;
688                         this.anim_saveframe2 = this.anim_frame2;
689                         this.anim_saveframe2time = this.anim_frame2time;
690                         // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
691                         // This ensures that .frame etc. are always written.
692                         CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
693                         this.lerpfrac = (doblend ? 0.5 : 0);
694                         this.frame = this.anim_frame;
695                         this.frame1time = this.anim_frame1time;
696                         this.frame2 = this.anim_frame2;
697                         this.frame2time = this.anim_frame2time;
698                         CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
699                         CSQCModel_InterpolateAnimation_2To4_Do(this);
700                         if(doblend)
701                         {
702                                 skeleton_from_frames(this, this.csqcmodel_isdead);
703                         }
704                         else
705                         {
706                                 free_skeleton_from_frames(this);
707                                 // just in case, clear these (we're animating in frame and frame3)
708                                 this.lerpfrac = 0;
709                                 this.lerpfrac4 = 0;
710                         }
711                 }
712         }
713
714         CSQCModel_AutoTagIndex_Apply(this);
715
716         CSQCModel_Effects_Apply(this);
717 }
718
719 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
720 {
721         // interpolate v_angle
722         this.iflags |= IFLAG_V_ANGLE_X;
723         // revert to values from server
724         CSQCModel_Effects_PreUpdate(this);
725         if((this.isplayermodel & ISPLAYER_MODEL))
726         {
727                 if(!isplayer)
728                         CSQCPlayer_FallbackFrame_PreUpdate(this);
729                 CSQCPlayer_ModelAppearance_PreUpdate(this);
730         }
731 }
732
733 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
734 {
735         // is it a player model? (shared state)
736         bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
737                                                         (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
738         this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
739
740         // save values set by server
741         if((this.isplayermodel & ISPLAYER_MODEL))
742         {
743                 CSQCPlayer_ModelAppearance_PostUpdate(this);
744                 if(isplayer)
745                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
746                 else
747                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
748         }
749         CSQCModel_Effects_PostUpdate(this);
750 }